TRANSFORMING my Indie FPS (Combat & Enemies) | Devlog 9
ฝัง
- เผยแพร่เมื่อ 8 ม.ค. 2024
- Hey everyone,
It's been a while, but I've finally finished the first enemy milestone for my video game. I will revisit them in the future to polish, add animations, create destruction fx and more.
I'll now be revisting the gameloop, finishing the player's ship, getting the industrial district fleshed out and creating a bunch of in-game systems.
Hope you enjoyed :D - วิทยาศาสตร์และเทคโนโลยี
this game looks amazing im so glad 2 see your still making it ive been beige watching the devlogs ive missed and gotta say i love the style so much its what i think of when i think neo city but a lil different so im super happy 2 see a game in that style as its one of my faves cant wait 2 see where this goes. And side note hearing dior at the beginning had me so confused i thought it was playing on my phone before it fully came in lol
I recommend a Stalker-like design from Titanfall 2 for the base enemies such as the Legionary. Plus, I'm really enjoying the devlog series so far!
I love the aesthetics man, keep up the good work!!
Nice editing and great work. Looking forward to future updates
im soooo excited.
Can't wait for the demo
Still love that art direction you took , this white/blue so damn gorgeous
thanks! I just took some time to study color design and it really paid off. I'm going to look into contrasting red and black themes for enemy locations (or maybe black and blue - we'll see) :D
for the elevator try to parent and unparent the enemy to the platform will help against falling trough it
thanks! I was actually planning of trying something like that out :D
Imagine A Level Where You Are In A Dark Hallway Where The Only Light Source Is A FlashLight Attachement And Its Filled With Seekers It Would Be Awesome
ooooooh the possibilities :D
The art style is so cool! Where did you get/how'd you make the trees?
thanks! i used an azure nature asset to make the trees ^^
What mic do you use? I love your videos, Keep up the good work!
thanks! This is gonna sound hilarious, but I actually record terrible audio on my laptop, and then run it through this adobe ai that improves the audio (it works insanely well :D)
link: podcast.adobe.com/enhance
hope this helps ^^
I do love the art direction though I think it is very hard to see the finer details which I think is a shame I'm not smart enough to know how to fix it though.
yea - its actually only hard to see the finer details, because I made this test map using a bunch of white cubes on a white skybox 😅. most of the actual in game maps will use textures and shadows and colors and so it shouldn't look like that :D
Hey! I am planning to start a game dev channel inspired by yours :) what software do you use to edit? 😅 and any tips?
edit: I was struggling with the audio, and I read a reply where u mentioned the AI u used to enhance laptop mic audio, livesaver tip!
yea, no problem about the audio :D
I currently use premiere pro to edit my videos, and my school account actually gives me free access to it which is kind of nice.
If it's too pricey, I would definitley recommend davinci resolve as its a super powerful, yet free editing software
good luck with your journey ^^
Let’s be honest
You just didn’t want to animate the centurion legs
lol yea 😅 arms are hard enough already ^^
i'm not sure about the enemies.
at least, the grunt enemies should be simple.
as for what i mean, ultrakill or half life 2 are good exemples
the combine have a weapon of choice which is visible and a grenade (of the bouncy orb)
the civil protection have light arm with maybe a manhack.
complexity can then be brought out with interaction with each others
ultrakill don't have complexe ai that cares about allies, it's just that some combination of enemies are more deadly than others
regardless, it has simple but effective enemies
yea, I have realized that pure complexity doesn't really equal good enemies - I'll defintiley be revisting enemies in the future though to see what I can do to make them better ^^
@@theunityguy_yt i feel bad saying that as you put a lot of work making the enemies, but they look boring to fight, especially in big number. they don't seem to have great synergy with each other.
as i have said, the synergy in half-life is mostly thanks to the ai, while ultrakill have enemies that just work well together.
i would advise to make enemies with roles. it should also help when you will be making maps.
the basic grunt with a cannon/rifle
a flying drone that fires missiles
one with perhaps a shotgun and a grenade launcher, that likes to be close, but cut your retreat path or force you out of cover
a sniper with fast bullets and lays mines
one with a wide shield, and a shotgun, but the grunts will try to stay behind his shield.
idk how far you can add interactions between enemies with your current system, so the one with the shield might not be easy to add with the modular system.
but at least it will add variety in the small enemies, which i think is important.
now that i think about it "i would advise to make enemies with roles" makes sense, enemies have a role. they are a tool to make a map, to give an experience. even more as robots, they have a purpose.
@@TheGobou77yea. This was actually the first step in making enemies.
I'm going to be adding a bunch of systems like a "coin system", where only a few enemies will be engaged at once and will probably follow your advice of specializing them more. I kind of made them like a bunch of mini-bosses which kind of ruined their synergy.
thanks for the tip :D
@@TheGobou77no worries
I'm actually going to be making a coin system for the enemies later which means that only a few will be engaged at once.
I'll also probably spend time specializing their roles as you've said. I kinda made them like mini bosses which isn't great when their are a lot of them
thanks for the tip :D
I’m sorry mr unity guy I am late too comment 😢😭😭😭
lol np ^^
First
yo, unreal or unity...
in unity rn, but will probably switch to unreal once I'm done this game :D
I hate to be that guy, but this is incredibly close to David's AI's for Arcadian Rift. Don't get me wrong, the models and designs you've made are sick, but the names and functions are all INCREDIBLY close to David's stuff. I don't want to accuse you of copying his work and not giving due credit, but the resemblance is way too close
no worries :D. I actually prefer constructive feedback ^^
I completley forgot to mention arcadian rift as my inspo for the enemies which is my bad
do you have any good ideas to further distringuish my enemies - I think changing names would be a good first step (I used chatGPT but I think he did as well)
I'm also not too worried, as this stage was simply to set the foundation for enemies, and I will be revisiting them in the future :D
@@theunityguy_yt As someone who was a good friend of his, I can assure you he didn't use ChatGPT for his names. But yea, new names would help a ton.
I'm sure you could also go and add some unique gameplay to each enemy (which it looks like you have for some already, they're not a 1:1 recreation), but try to add your own spin onto them. Looking at the models and thinking of ways you could use compartments and whatnot as new weapons is always an idea.
Looks like you've got something great coming together, and I'm intrigued to see what you come up with next!