1:47 You should implement the other versions as more enemies in the game. For example, the yellow one could be a bit faster and the reddish brown and grey one could do more damage or something.
I like that Idea, however the variations should have distinct models to make it easier to tell them apart. The speedy one should have thrusters, The attack oriented one should have more pronounced claws, ect...
That's a good idea. However, the variations should have slight differences in their models. Such as the speedy one having thrusters, or the attack oriented one having more pronounced claws.
@@ArdvarkTerbick Considering Project Feline is a high-speed game, differences in color will be much more readable in gameplay than differences in design. Of course the best solution is both, but if Raymond could only pick one then color differences would be the best option for his game
I know this is not supposed to be a tutorial but being able to see the work flow and the steps you take really helps me understand how games come together without having to look for hours of tutorial. Your game is looking pretty good
Something that I've jsut realised, modding this game is probaly gonna be relatively smooth with all these dev-logs to help you follow. you know, once the games finished of course. ^w^ afterall, you'll be able to look up what stuff was done and how things do what they do, along with how.
I don't know if you'll ever see this, but I'm also trying to get into game development and your videos have been one of the few things that keep me going down this path. I haven't made much due to a crap-ton of procrastination, but I still wanted to thank you. Keep up the good work, can't wait to play the full game!
I think this is because it seems like he's trying to go for a video style closer to that of "MrBeast", I don't know how to describe it but that's the kind of vibes it's giving me. Especially with the intro starting with "THIS IS A-". He also mentioned that this is all progress he made LAST year so he's narrating it like in the third person in a way. Plus, this devlog seems to focus more on the work process he goes through for ONE singular enemy. Rather than "Here's what I did this month" it's "Here's what I have to do for one enemy"
@@subzu2733 Oh sorry, I didn't want to sound too negative. I'm fine with whatever style of video he goes with. These are just some things I noticed about this video that I think might have contributed to it feeling "different" than before.
This video feels like a departure from the rest of the dev logs. I personally prefer the videos when it feels like you’re simply sharing the work you’ve done.
this feels more like a tutorial and i get it he literally only added one enemy (i know its hard af i make games too) so he kinda had to strech the vid a bit
Oh man, this is an awesome video. It feels like a genuine peak behind the curtain that amateur devs and modelers can learn from while also highlighting your skill and creativity.
The fact that you weren't used to drawing robots lends itself rather well in your final design. Even in your drafts the shape language was much more organic and personally, I find it to be an interesting balance to strike with mechs or bots. Great stuff!
I hope this game really takes off for you and becomes popluar...I have been watching from the beginning of the series. It's defintley one of those "dream" projects and i love the amount of effort that gone into it:3
Actually there is a more versatile way to keep outlines hi-res. You could code them as an SDF. That would require quite a bit of coding, but you wouldn't have to bother with the UV unwrapping like you did.
I really like how expressive the lil robots are! Imagine how cute they would be if they gave out short vocal chirps when they spot you, talk to each other or when they see another one get whacked. Cute lil robo-goons!
neat idea of unwrapping everything to have the "drawn" outlines be interpilated smoothly! something I did notice however is that when the model is rotating some of them just pop out of existence when there is still and edge making the hull outline be half the expected thickness, something that I think would fix that is to have the "drawn" outline wrap around the edges so that it is about 50-50 on each face edge. I would assume this to be quite fidley however and that it might look weird with out making the outlines a little thinner thin expected to match the hull outline. love the animations btw
Awesome video! The game is looking super awesome. Really like the art style of your game. The game is looking really fun as well. The process of making a toonish/anime 3D character was very informative. I too am thinking about making my game art style in cel shader so these tips will be very helpful. Also just wishlisted the game. Looking forward to your next devlog. Keep it up! :)
Like another commenter's mentioned, this devlog feels different from the others. Somehow it feels less genuine, with the pace being different, and even the narration sounding more like a generic devlog you could find anywhere on YT, I'm genuinely curious if this was an effort to appeal to new potential fans who stumbled onto the project. Though, maybe people prefer it, this is just my opinion. Do whatever you want to, and I'll keep following the project regardless.
When Gabby (Gabbie?) is running in a circle, I think it would really benefit the feel of the game for her to lean a bit, fighting against centrifugal force. As she goes into and out of the circle, I can envision her leaning more and less heavily. This would be a great boon to the "juice" of the movement, and with a game like this, where mobility is everything, you could hardly make a better decision.
10:47 I feel the sound playing when the player is spotted by an enemy might be a bit low given there will likely be music and all other sorts of sounds playing as well, maybe take inspiration from Metal Gear games? :)
I'm not so good with 3D yet but have done lot of research on 3D to 2D animation, I would choose grease pencil that will variate the 2D lines like a cartoon and limit the frame movements what you already did. For the backgrounds I think painting textures would work best for animation.
Hi Raymond great video! When you export the FBX from blender and import to unreal how do you deal with retargeting the control rig animation to a normal basic armature (one that UE can understand). Do you apply and bake the animations before exporting and then remove the riggify modifiers or something like that?
The 3d workflow is a pain... I'm so looking forward to the VR future where we can sculpt, pose etc. in augmented reality instead of scribbling on our little 2d surfaces
ngl he kinda sounds robotic on this, I dunno if its intentional, or something, But he just doesn't read it... right. I'd say this is how corporate people speak 💀
Wishlist Project Feline ► store.steampowered.com/app/2214460
Hello, do you intend to port to other platforms like Switch?
honey wake up, new project feline video dropped
Bro jump scared me with that Zorpalod profile pic
Everyone who’s not watching the livestream is gonna be blown away by gabi’s new model and animations.
That's a good looking enemy. I especially like the smear effect on the attack. It really adds to the anime aesthetic.
1:47
You should implement the other versions as more enemies in the game. For example, the yellow one could be a bit faster and the reddish brown and grey one could do more damage or something.
I like that Idea, however the variations should have distinct models to make it easier to tell them apart.
The speedy one should have thrusters, The attack oriented one should have more pronounced claws, ect...
That's a good idea. However, the variations should have slight differences in their models. Such as the speedy one having thrusters, or the attack oriented one having more pronounced claws.
I also think if the robots are in groups when 1 sees you it should alert the others
@@ArdvarkTerbick Considering Project Feline is a high-speed game, differences in color will be much more readable in gameplay than differences in design.
Of course the best solution is both, but if Raymond could only pick one then color differences would be the best option for his game
Maybe a flying drone that has a ranged attack and can be used as a spring board if you jump on it
Man, I can't believe I've been following you for 5 years 😅
Great devlog as always, can't wait for the game to come out!
I really like how theyre animated, gives them alot of character
When this guy posts a new devlog, it feels like a new episode of my favourite show dropped
I know this is not supposed to be a tutorial but being able to see the work flow and the steps you take really helps me understand how games come together without having to look for hours of tutorial. Your game is looking pretty good
Something that I've jsut realised, modding this game is probaly gonna be relatively smooth with all these dev-logs to help you follow. you know, once the games finished of course. ^w^ afterall, you'll be able to look up what stuff was done and how things do what they do, along with how.
This Devlog is the best Devlog you ever did, good job!
Good luck with everything!
I don't know if you'll ever see this, but I'm also trying to get into game development and your videos have been one of the few things that keep me going down this path. I haven't made much due to a crap-ton of procrastination, but I still wanted to thank you. Keep up the good work, can't wait to play the full game!
The vibe this gives off is completely different to the past devlogs, it kinda feels like a commercial or something
I miss the old style of devlogs
I think this is because it seems like he's trying to go for a video style closer to that of "MrBeast", I don't know how to describe it but that's the kind of vibes it's giving me. Especially with the intro starting with "THIS IS A-". He also mentioned that this is all progress he made LAST year so he's narrating it like in the third person in a way. Plus, this devlog seems to focus more on the work process he goes through for ONE singular enemy. Rather than "Here's what I did this month" it's "Here's what I have to do for one enemy"
@@TheEpicGalaxy21this feels needlessly nitpicky, literally criticizing everypart of this video feels too judgmental
@@subzu2733 Oh sorry, I didn't want to sound too negative. I'm fine with whatever style of video he goes with. These are just some things I noticed about this video that I think might have contributed to it feeling "different" than before.
@TheEpicGalaxy21 oh ok, sorry for being needlessly hostile
i love it when i can learn somthing from devlogs instead of just seeing the progress so thanks: i learned a lot
This video feels like a departure from the rest of the dev logs. I personally prefer the videos when it feels like you’re simply sharing the work you’ve done.
this feels more like a tutorial
and i get it he literally only added one enemy (i know its hard af i make games too) so he kinda had to strech the vid a bit
Yea that's what I was thinking, like it's not bad but I kinda miss the slower pace from older videos.
Yeah :(
For Developers this is way better
this feels pretty normal to what he's posted before tho
That robot looks so good! Awesome work, man :0.
Wow, never knew you had to all that for the design of a single NPC, and that's not even including the code and AI. Cool work as always.
Thanks!
Make a Flying Enemy that Gabby can JUMP ON for more jump height!
Oh man, this is an awesome video. It feels like a genuine peak behind the curtain that amateur devs and modelers can learn from while also highlighting your skill and creativity.
The fact that you weren't used to drawing robots lends itself rather well in your final design. Even in your drafts the shape language was much more organic and personally, I find it to be an interesting balance to strike with mechs or bots. Great stuff!
I hope this game really takes off for you and becomes popluar...I have been watching from the beginning of the series. It's defintley one of those "dream" projects and i love the amount of effort that gone into it:3
Actually there is a more versatile way to keep outlines hi-res. You could code them as an SDF. That would require quite a bit of coding, but you wouldn't have to bother with the UV unwrapping like you did.
I really like how expressive the lil robots are! Imagine how cute they would be if they gave out short vocal chirps when they spot you, talk to each other or when they see another one get whacked. Cute lil robo-goons!
5 years! Making this game. Your dedication is inspiring and incredible
This was a really cool tutorial! I always wondered how the models and animations were made! Thank you for the quick rundown! :D
awesome drawing, game design, ideas, modeling skills, announcer voice, explaining, and overall video! :)
Amazing animations! Never before have I seen such an aggressive Orbot
You might want an option to slow, smoothen, or disable the flashing on these guys- for accessibility.
Damn that was so goood!!! you got that thing in u when you explain it's easy to understand and it makes me want to try!
This is a really interesting style of video and is an extremely helpful roadmap for future 3D modelers/animators and game developers. Thanks Raymond!
neat idea of unwrapping everything to have the "drawn" outlines be interpilated smoothly!
something I did notice however is that when the model is rotating some of them just pop out of existence when there is still and edge making the hull outline be half the expected thickness, something that I think would fix that is to have the "drawn" outline wrap around the edges so that it is about 50-50 on each face edge.
I would assume this to be quite fidley however and that it might look weird with out making the outlines a little thinner thin expected to match the hull outline.
love the animations btw
Bro I did not expect the finished product to look so good
Damn, just remembered Elemental Gelade because of you lol
Wheels are a very good time saving feature for characters
Awesome video! The game is looking super awesome. Really like the art style of your game. The game is looking really fun as well. The process of making a toonish/anime 3D character was very informative. I too am thinking about making my game art style in cel shader so these tips will be very helpful. Also just wishlisted the game. Looking forward to your next devlog. Keep it up! :)
Another devlog🔥🔥🔥🔥 awesome!!!
At a glance Reminds me of Blade Kitten. 👏
Like another commenter's mentioned, this devlog feels different from the others. Somehow it feels less genuine, with the pace being different, and even the narration sounding more like a generic devlog you could find anywhere on YT, I'm genuinely curious if this was an effort to appeal to new potential fans who stumbled onto the project.
Though, maybe people prefer it, this is just my opinion. Do whatever you want to, and I'll keep following the project regardless.
He has risen
This was really cool to see, thanks for sharing.
The robot looks soo good!
My mind went to Orbot from Sonic Prime immediately... Someone send help lmao
WOOO PEOPLE VIEW THIS AND WISHLIST PROJECT FELINE IT LOOKS AMAZING
That drawing of your childhood art is good.
After a few weeks of watching your streams with the new Gabi the old one is so jarring to look at lmao.
Bro makes more plans on a single model than i do for my life choices
When Gabby (Gabbie?) is running in a circle, I think it would really benefit the feel of the game for her to lean a bit, fighting against centrifugal force. As she goes into and out of the circle, I can envision her leaning more and less heavily. This would be a great boon to the "juice" of the movement, and with a game like this, where mobility is everything, you could hardly make a better decision.
you're still living, that's good.
10:47 I feel the sound playing when the player is spotted by an enemy might be a bit low given there will likely be music and all other sorts of sounds playing as well, maybe take inspiration from Metal Gear games? :)
Looking amazing!
Searching all corners of the world for catgirls makes them very relatable
New devlog!!! 🎉
I'm not so good with 3D yet but have done lot of research on 3D to 2D animation, I would choose grease pencil that will variate the 2D lines like a cartoon and limit the frame movements what you already did. For the backgrounds I think painting textures would work best for animation.
NEW VIDEO NEW VIDEO
Great video, Raymond! Tell me, do you have any references that go into detail on how and why you'd wanna manipulate normals in a model?
It would be funny if you added a “Gabi accurate mode” in the audio settings that makes the game only play mono audio in the left ear
“I’m responsible for these abominations” WWWWWWW
Not sure I like the faster, louder approach to the dev log. Kinda overwhelming
hope gabi will have lots of different outfits to pick from
amazing work
That was interesting
bro commented faster than the speed of light
I like the video & have been wondering about these little guys but what about the buff ones???
Awww man If only you could show the new Gabi model!
We aren't up to that arc yet mate
10:30 That poor robot ;-;
awesome!
you motivated me to do my job of animeton
The video is great, just the narration is a bit off? Idk, maybe the tone is too tense.
What about the death animations for them and Gabi?
You sound a lot more different on video than you do while streaming
really enjoyed the pacing of the video, were surprised it was 13min long, felt like 25 (thats a compliment) haha
I want one!
These remind me of the sonic riders zero gravity robots
4-5 years later since you started, are you done soon?
can you buy MML3 IP then finish what capcom couldn't? --joking aside, the art style looks great! awesome work
Nice Another devlog T^T
Hi Raymond great video! When you export the FBX from blender and import to unreal how do you deal with retargeting the control rig animation to a normal basic armature (one that UE can understand). Do you apply and bake the animations before exporting and then remove the riggify modifiers or something like that?
If Gaby only has one ear, are there going to be some sound location issues as she has to use only one ear to pinpoint where sound is coming from?
a man has fallen into the river in lego city
Cute part 65
Cold mother 87
The 3d workflow is a pain... I'm so looking forward to the VR future where we can sculpt, pose etc. in augmented reality instead of scribbling on our little 2d surfaces
cold mother 87
the forbidden pervert robot 😈
ngl he kinda sounds robotic on this, I dunno if its intentional, or something, But he just doesn't read it... right.
I'd say this is how corporate people speak 💀
Dry test 17
ofcourse the main characters a furry -_-
but seriously tho good job on the game , looks very cool