I actually never once refer to the game as a roguelike. I use the term Rogue*lite* , which is a game that can contain roguelike elements, or I say it's an action adventure rpg with "roguelite elements". In this case, my game features procedurally generated characters, permanent death, meta progression, and abilities/ traits which effect character stats and gameplay, all of which could be considered elements of a roguelike game, but used in a different way. Hence, roguelite. :)
@@unittest896 That is entirely up to the player. If you're careful I imagine you could probably get through most of the game with 1 or 2 characters. But death will be devastating, and hard to avoid; it's death! But as I've said elsewhere you can get your progress back (or at least part of it) from your previous character once you get a new one
Personally I would love longer videos! I obviously can’t speak for other people, and I know a lot of times feeling like you need to draw out an episode can be just as stressful as needing to cut one down, but I would enjoy videos that go more in depth and are a larger chunk of the development! This game is already demanding my attention, so whatever you decide to put out, I will be watching
watching your struggles with blender has been super relatable! im currently self-learning blender and i totally feel your struggle! character modeling is its own beast, and that gap between "idea in your head" and "the thing you made" is always so frustrating! so glad to hear a discord is happening! I asked for it in the last video, and I'm excited to share my 3D artwork there. maybe even make some fanart of your game! enjoy your holiday!
I love finding these devlogs that have just started, as I'm just beginning my game dev path. I'm just learning how to code for now, but seeing videos like yours helps me keep the motivation alive. I hope for the best for your game! :D
As someone who feels they have been in and out of tutorial hell for a long time now, its nice to see these kind of devlogs come out. Proc Gen mechanics / logic is pretty easy to obsess over and recently watched the Rain World dev doc that has proc gen animations. So im stoked to see more on how those animations are done.
This is really awesome to see. As a beginner game-designer myself it is awesome and scary to see just how many resources there are to create anything. I am having a great time though learning how to use the different tools and what not, excited to see the rest of your progress!
Love that you're not getting too caught up in the details of how things will look and fleshing out the mechanics instead. Having prototype versions of the monsters and all the other main mechanics will be a way faster route to making the game feel alive than spending 3 weeks on a character model that you could end up changing later anyway.
Wow that auto rigger is actually amazing, much better than I could have expected. I mean I don't find it particularly hard to rig besides weight painting, but that is very impressive for how quick it sorted it out.
On the topic of video length, I think the length of your videos so far have been perfect. I've found that 10-15 minute dev logs seem to be the perfect spot where the dev can talk in enough depth about new features without taking away too much time from the actual game development. But that's just my opinion, don't feel pressured to make longer videos :)
I just want to say that this is very inspiring! I have been using blender a lot in the past, and now also work as a developer. I literally dreamt of combining my skills to make a game. But the task alway felt daunting or even intimidating. To see you grind your way through obstacles, overcome them and conquer them, gives me hope, really! Keep up the good work, I’m looking forward to seeing the progress!
Hey, I wanted to thank you for sharing your dev journey. It's always inspiring and exciting to see new projects like this appear and I hope sharing your progress will help make your project better. Also awesome idea and hyped to see more. Hope your holiday is also awesome!
I love the idea of a procedural monster hunter, if you need testers at some point let me know :) I am also learning game dev from scratch and I can sympathize with almost everything you say ahah, keep at it ! Can't wait for the next episode ! If you have some time i'd like to see this inventory system of yours :)
Suggestion of something that can be implemented in the future: How about making the types of monsters you find depend on the size and characteristics of the islands (Example: If the island/s is/are small then there will be monsters that like maximum are only a little bigger than the player but they are quite agile and in the case that the island/s is/are large it became more frequent to find slow but powerful behemoths as enemies and that the monsters, regardless of their size, have characteristics such as dense fur in case the island/s are snowy places)?
You’re a legend, I always want to watch content like this but I feel like it’s over saturated with people whom I share no like mindedness, you are an Aussie like me and have a vibe that is quite comfortable to watch, keep it up cuz!
I can't wait to play this, it already looks so charming! After I wrote this idea, I realized that it's very far fetched, and it would only be relevant, after the monsters are done, but it would be interesting, if the loot wouldn't drop automatically, but you need to put in work to get it, like before killing it the large kzhamt for its magical windmoving horn, you need to climb the back, while it moves and attack you, grab onto it, and cut it with a sword. This could make these rare items way more special, if you have to work for it. May the algorithm gods help your videos!
Found your devlog while at work today and I wish I'd found it sooner! Super happy for you to be working on your dream game. This looks great so far, can't wait to see more.
Just discovered you channel, and im glad i did!... Im excited to follow along with your development of the game.... Just remember dont overwork yourself and take breaks your heath is most important!
Glad to see you have made progress! Great that you are planning to set up a discord server, I hope this community will give you much valuable feedback and keep you motivated! And personally I really hope to see those tutorials you were talking about! Good work, mate!
Loving the dodge-roll animation, but a tiny suggestion: When he jumps into the air, increase your speed for a split-second, just enough that it looks like he really launched into the roll, instead of the speed being unaffected by the ninja moves
Love the vid, I’ve been waiting! I’ll definitely join the discord. Also longer videos would feel like a good thing the content is super fun to watch! Enjoy your break!
Got this recommended and have no experience in game making but found these two vids interesting. As a big fan of rainworld and noita id love for a isoletric take on the game style. keep it up, i dig ur vision. And by the way that procedurally animatied spidermokey is creepy is hell - in a good way.
Loving the video and style like little devil inside Inspiration. I'm using a mix of that and other games as concept ideas to get your own style. Great vid
really looking forward to how the "even if your character dies, the world still keeps going" thing is gonna be implemented. I havent been this excited for a game since 2019. Keep it up
Whats bothering me rn is the texture difference between water and land, are you planning on making the land higher poly or the water low poly? Maybe its even by design... Would be nice to hear :D
Haha it's a catch 22 because if I adjust the water, people complain that I'm focussing on the aesthetics too much. If I ignore the water, I get 10 comments a day saying the water doesn't match the land 😭 I'm just going to leave it. But rest assured I'm aware
Looking cool! Still think you should increase the resolution of the landmasses a little. I would do like this in Blender: - Take a plane, subdivide it or cut so you get some vertices along the edge (or start with a lowpoly circle). Topology doesn't matter, it will disappear in the end. - Drag the vertices around to a decent landmass-looking shape from the top view (good to use a 2D shape so you don't have to worry about the vertices on the underside for now) - Add a Solidify modifier with desired thickness, apply it so it's permanent - Go to Sculpting, turn on Dyntopo with Detailing: Constant Detail of around 3-8 - Use the Scrape tool with Falloff: Constant and maximum strength (1.0) and make some facets around the edges - Go back to Layout (Object Mode), add a Remesh modifier, set it to Sharp, set Octree Depth to 3, or even 2 - Apply Remesh modifier when you are done etc. - (Or even add a Decimate modifier if you want to reduce/control the poly count even more) Just some very simple tips :)
The story I came up from this is You're a explorer/mercenary from exploration guild (sorta like monster hunter) You create maps, find treasures and fight dangerous monsters (either as quest or optional) Story 2; the character is a survivor of genocide and is currently escaping from the boat and thus finding settlements and occasionally finding nps that will give quest and helpful stuffs Story 3; you are a viking and there's a rumor that there's more mystical things beyond this island and to prove it's real or not, you have to venture farther. Also I think dashing backwards would be better than rolling backwards. I also think that having two mode like birds eye view or 3rd person would be great (unless you cannot rotate the camera and limited to one perspective)
Awesome! I think you're doing a great job! And I like your videos. As someone else said, I would enjoy watching longer videos by you, if you happen to make some. Are you going to make it so that you collect parts from the monsters that can eventually become pieces of armor? I think that would be a cool feature. Thanks for sharing!
This is really inspiring, makes me want to build stuff alongside these videos. You should consider streaming, I'd love to be able to ask questions and see the process live.
Just finished watching episode 0 and wanted to comment how inspiring it is you're taking on such a venture! I've wanted to get into game design/3d modelling for awhile (having done a couple papers at uni) but i still feel like my skillset is completely lacking. Where would you recommend a complete beginner starts?
Thanks so much for watching and for your comment :) there are so many great resources on TH-cam for beginners, especially channels like @iHeartGameDev which can break down complex concepts and explain things in a very engaging way :) good luck!
Love the video, love the commentary. Keep it up! Any newbie advice on how to get started with Unity? I too have an idea in mind for ages, but have no idea where to start. Any recommendations would be helpful! Enjoy your time off!
Thanks! For starting out in unity, we live in a world where it's the best time for learning because there's so many free tutorials and resources online. I would definitely recommend you check out TH-camrs like Code Monkey, who have full series of videos on making games from start to finish
Man, I had a similar project in mind along the other stuff going on. I shall watch your progress with great interest :) Who knows, maybe our paths will cross one day :D Also congrats on attracting publishers!!
Hi there, love your videos! Excited for the Discord. What are your toughts on Gust of wind mechanic ? That would add a dynamic element to both boat mechanics and character movement, implementing it as a game mechanic would add an extra layer of depth and excitement to both boat and character gameplay, encouraging players to explore the world, face special encounters , and master the challenges presented by the natural forces in the game.
@@ViciousLegacyGameAUS it was both the code and the scriptable object names that made me think that. I think the one I used was from a channel called coding with unity. However, it's been a bit since I did it
The movement of this first creature is pretty noice. Also, how far will you let the camera from the player? I think it would be a good thing to add caves so the player could search stuff inside of them, I don't think it would be a easy thing to implement in your world generator, but it would be pretty fun :)
Honestly I liked the editing style of the first video more. Like more informative but still entertaining. Maybe you should do video essay style videos for Patron or something.
Hey, I really love it ! And I want to ask if the monster itself is going to be a procedural generation like an evrey run or an evrey place you find a new monster
Thanks! Yes the main monsters themselves will be random, though to what extent I'm still working out. At the very least there will be "variations" on base types that will add variation in combat even if the base visuals are similar
Hey, I'm curious about the types of mechanics you might want to include in your game. Is the monster hunting in this game going to be 'Monster Hunter' style hunting where you find a monster, chase after it, and slay it with weapons? Or do you plan on it being more of a traditional form of hunting e.g. waiting, stalking, using traps, strategies, the environment, patience, and etc?
Thanks for the question, it is definitely going to be more like the later. I want the player to think and plan carefully before going after a creature, or they probably will be killed quickly
Very fun and informative to watch. Thank you for sharing. The format is pretty good as is. If (like to hear far too early feedback) {the water is pretty great, but it absolutely does not fit the rest of the current game visuals. If you dont plan to upgrade your (promising) low poly look to something more defined with high texture details, you could try to posterize the water shader. That would keep the foam effect on top of the waves and the depth colors while delivering a far more cartoony look} else {ignore}
Good work, Keep it up! One thing about Rigidbody... not sure, but in case you're using it. Dont use it for character controllers. Transform.position movement + ComputePenetration() for custom collision detection is the best solution. Physical based player character controllers are proven to be very problematic since you dont have much control over it. Trivial tasks like ground snapping or stairs climbing are nearly impossible to implement correctly with Rbody.
Grant Abbitt's videos are great, love him. Though, when it comes to character modeling, texturing, and rigging, Dikko is supreme. His character courses are goldmines, and his blend of poly modeling + sculpting has revolutionized my own character creation workflow. They may seem long, but he even goes into modifying your original models into entirely different characters, saving you SOOO much time modeling and rigging.
Oh, btw, I highly recommend starting with Dikko's "Modeling for Animation" playlist, followed by the "Texturing Stylized Characters (In Blender)" list, and finally the "Rigging Characters in Blender" list. It's essentially one full course, separated into the three main workflows, and goes in-depth with every aspect of character creation
Instead of using matrix rotations, i find it more intuitve to project the camera local forward and right directions onto the xz plane. This also allows for a dynamic camera, rather than the hard coded 45 degrees you used.
I didn't see anything remotely conveying "roguelike" in this, and I'm not sure why you are calling your game a roguelike
I actually never once refer to the game as a roguelike. I use the term Rogue*lite* , which is a game that can contain roguelike elements, or I say it's an action adventure rpg with "roguelite elements".
In this case, my game features procedurally generated characters, permanent death, meta progression, and abilities/ traits which effect character stats and gameplay, all of which could be considered elements of a roguelike game, but used in a different way. Hence, roguelite. :)
Pinning for clarity as it's a good distinction for others who may not know :)
Relax bro
@@ViciousLegacyGameAUS to prevent death from being too devastating, what is the estimated time a player would live on the average playthrough?
@@unittest896 That is entirely up to the player. If you're careful I imagine you could probably get through most of the game with 1 or 2 characters. But death will be devastating, and hard to avoid; it's death! But as I've said elsewhere you can get your progress back (or at least part of it) from your previous character once you get a new one
Personally I would love longer videos! I obviously can’t speak for other people, and I know a lot of times feeling like you need to draw out an episode can be just as stressful as needing to cut one down, but I would enjoy videos that go more in depth and are a larger chunk of the development! This game is already demanding my attention, so whatever you decide to put out, I will be watching
Don't underestimate the internet, R.Y.A.N. is perfect waifu material.
Love it
Can't wait for the fanart lmao
@@Hekeu plenty on our discord haha
watching your struggles with blender has been super relatable! im currently self-learning blender and i totally feel your struggle! character modeling is its own beast, and that gap between "idea in your head" and "the thing you made" is always so frustrating!
so glad to hear a discord is happening! I asked for it in the last video, and I'm excited to share my 3D artwork there. maybe even make some fanart of your game!
enjoy your holiday!
man your luck on the first video blowing up was 100% deserved this is amazing for how much youve done so far
Hype for next episode -- can't wait to see the fully-modeled monsters! What does RYAN stand for?
any guesses? ;)
Random TH-cam anchor name 🫠
@@ViciousLegacyGameAUSResourceful Youthful Automaton Navigator
@@perennialcoma believe it or not, the N is navigator
@@ViciousLegacyGameAUS Getting closer!
I love finding these devlogs that have just started, as I'm just beginning my game dev path. I'm just learning how to code for now, but seeing videos like yours helps me keep the motivation alive. I hope for the best for your game! :D
I love game development, especially when small creators try it. The videos are better than some of the larger TH-camrs.
Oh I wasn’t expecting the monsters to be procedurally animated. You don’t see that too often
I actually laughed out loud, subscribing specifically for the funny spooder monster
I think procedural animations should be used more often.
been working on a game this summer with about 0.05% of your productivity so this is super neat / inspiring to see.
As someone who feels they have been in and out of tutorial hell for a long time now, its nice to see these kind of devlogs come out. Proc Gen mechanics / logic is pretty easy to obsess over and recently watched the Rain World dev doc that has proc gen animations. So im stoked to see more on how those animations are done.
This is really awesome to see. As a beginner game-designer myself it is awesome and scary to see just how many resources there are to create anything. I am having a great time though learning how to use the different tools and what not, excited to see the rest of your progress!
Love that you're not getting too caught up in the details of how things will look and fleshing out the mechanics instead. Having prototype versions of the monsters and all the other main mechanics will be a way faster route to making the game feel alive than spending 3 weeks on a character model that you could end up changing later anyway.
I appreciate how you go a little more into detail than I've seen in other videos - while also still keeping it easy to watch :)
This is insane, I feel like I am watching a success story unfold, I wish you all the best, can't wait for more!!
Thanks so much!
As someone still taking my first steps on gamedev on spare time, it's great to see such a project!
Wow that auto rigger is actually amazing, much better than I could have expected. I mean I don't find it particularly hard to rig besides weight painting, but that is very impressive for how quick it sorted it out.
On the topic of video length, I think the length of your videos so far have been perfect. I've found that 10-15 minute dev logs seem to be the perfect spot where the dev can talk in enough depth about new features without taking away too much time from the actual game development. But that's just my opinion, don't feel pressured to make longer videos :)
I just want to say that this is very inspiring! I have been using blender a lot in the past, and now also work as a developer. I literally dreamt of combining my skills to make a game. But the task alway felt daunting or even intimidating. To see you grind your way through obstacles, overcome them and conquer them, gives me hope, really! Keep up the good work, I’m looking forward to seeing the progress!
Thanks so much :)
This is awesome, super hyped to see what's next!
Hey, I wanted to thank you for sharing your dev journey. It's always inspiring and exciting to see new projects like this appear and I hope sharing your progress will help make your project better. Also awesome idea and hyped to see more. Hope your holiday is also awesome!
Hey thanks so much :) glad you are enjoying them
This is looking dope so far, and I can't wait to see more! I'm studying game dev myself, so I also appreciate the hints here and there! Awesome stuff.
Love what your doing with this project. Can’t wait for the next upload
I love the idea of a procedural monster hunter, if you need testers at some point let me know :)
I am also learning game dev from scratch and I can sympathize with almost everything you say ahah, keep at it !
Can't wait for the next episode ! If you have some time i'd like to see this inventory system of yours :)
Suggestion of something that can be implemented in the future: How about making the types of monsters you find depend on the size and characteristics of the islands (Example: If the island/s is/are small then there will be monsters that like maximum are only a little bigger than the player but they are quite agile and in the case that the island/s is/are large it became more frequent to find slow but powerful behemoths as enemies and that the monsters, regardless of their size, have characteristics such as dense fur in case the island/s are snowy places)?
Definitely will be the case :)
You’re a legend, I always want to watch content like this but I feel like it’s over saturated with people whom I share no like mindedness, you are an Aussie like me and have a vibe that is quite comfortable to watch, keep it up cuz!
Thanks!
I love the sense of humour in your videos! Looking forward to your progress :)
I can't wait to play this, it already looks so charming! After I wrote this idea, I realized that it's very far fetched, and it would only be relevant, after the monsters are done, but it would be interesting, if the loot wouldn't drop automatically, but you need to put in work to get it, like before killing it the large kzhamt for its magical windmoving horn, you need to climb the back, while it moves and attack you, grab onto it, and cut it with a sword. This could make these rare items way more special, if you have to work for it. May the algorithm gods help your videos!
Thanks! I do like the idea of skill based trophy gathering for sure
Found your devlog while at work today and I wish I'd found it sooner! Super happy for you to be working on your dream game. This looks great so far, can't wait to see more.
Thanks so much, glad you enjoyed it :) feel free to have a look at part 0 and part 2 also if you want to see more
That title sums up so much of what i love about video games
Just discovered you channel, and im glad i did!... Im excited to follow along with your development of the game.... Just remember dont overwork yourself and take breaks your heath is most important!
I am looking forward to experiencing this journey! Those monster animation of chasing made me so happy and excited!
You're so wholesome boss, keep doing you! I'm already keen to play the game :D
2:12 YES! this now feels like a real devlog :D
Glad to see you have made progress! Great that you are planning to set up a discord server, I hope this community will give you much valuable feedback and keep you motivated! And personally I really hope to see those tutorials you were talking about!
Good work, mate!
Loving the dodge-roll animation, but a tiny suggestion:
When he jumps into the air, increase your speed for a split-second, just enough that it looks like he really launched into the roll, instead of the speed being unaffected by the ninja moves
U deserve the subs this game is creative and confusion also it’s pretty cool I’m excited to play it
me too
Aye man, good luck with it! Will be following along throughout the journey. Looking forward to the next vid, enjoy your holiday!
Really like the way you edited the video. Way to make things entertaining while talking through your progress. Keep up the good work!
Love the vid, I’ve been waiting! I’ll definitely join the discord. Also longer videos would feel like a good thing the content is super fun to watch! Enjoy your break!
Honestly, these videos are the perfect length for me.
I'm super glad to see that the work is going well! I'm excited to see how the visual style of the game develops as this goes on.
That Little Devil Inside mention hit me right in the feels
Some day we'll get it
Got this recommended and have no experience in game making but found these two vids interesting. As a big fan of rainworld and noita id love for a isoletric take on the game style. keep it up, i dig ur vision. And by the way that procedurally animatied spidermokey is creepy is hell - in a good way.
Hi there, the game is looking great so far. Keep it up! Looking forward to the next devlog and to the final game!
Your voice is so calming, I can listen to it for hours
Also great devlog, waiting for more
Loving the video and style like little devil inside Inspiration. I'm using a mix of that and other games as concept ideas to get your own style. Great vid
Awesome progress!!! Sad that we'll have to wait till Sept for the next one, but hyped to see the next steps.
Also, hell yeah scriptable objects!!
great narration, im excited to see the development of this game! keep it up
Very inspirational, thank you for this video. I appreciate your time
really looking forward to how the "even if your character dies, the world still keeps going" thing is gonna be implemented. I havent been this excited for a game since 2019. Keep it up
Whats bothering me rn is the texture difference between water and land, are you planning on making the land higher poly or the water low poly? Maybe its even by design... Would be nice to hear :D
Haha it's a catch 22 because if I adjust the water, people complain that I'm focussing on the aesthetics too much. If I ignore the water, I get 10 comments a day saying the water doesn't match the land 😭 I'm just going to leave it. But rest assured I'm aware
@@ViciousLegacyGameAUS it would be cool if you gave the game valheim-like graphics, low poly models, but really pretty lighting and post processing
@@ViciousLegacyGameAUS is your intention for the end result to be more realistic or more stylized?
@@xylvnking likely more stylised
@@xylvnking though I do enjoy the mix of realistic and fake. It makes it seem like a Diorama almost. But we'll see
really impressive stuff, I'm looking forward to seeing how your project progresses.
0:20 I've seen the face of god
Looking cool! Still think you should increase the resolution of the landmasses a little. I would do like this in Blender:
- Take a plane, subdivide it or cut so you get some vertices along the edge (or start with a lowpoly circle). Topology doesn't matter, it will disappear in the end.
- Drag the vertices around to a decent landmass-looking shape from the top view (good to use a 2D shape so you don't have to worry about the vertices on the underside for now)
- Add a Solidify modifier with desired thickness, apply it so it's permanent
- Go to Sculpting, turn on Dyntopo with Detailing: Constant Detail of around 3-8
- Use the Scrape tool with Falloff: Constant and maximum strength (1.0) and make some facets around the edges
- Go back to Layout (Object Mode), add a Remesh modifier, set it to Sharp, set Octree Depth to 3, or even 2
- Apply Remesh modifier when you are done etc.
- (Or even add a Decimate modifier if you want to reduce/control the poly count even more)
Just some very simple tips :)
I love that artstyle, reminds me of Bad North almost
Thanks! Most is just placeholder but I'm liking how it's feeling in general :)
You make this look easy, and that is admirable. Great fucking work.
The story I came up from this is
You're a explorer/mercenary from exploration guild (sorta like monster hunter)
You create maps, find treasures and fight dangerous monsters (either as quest or optional)
Story 2; the character is a survivor of genocide and is currently escaping from the boat and thus finding settlements and occasionally finding nps that will give quest and helpful stuffs
Story 3; you are a viking and there's a rumor that there's more mystical things beyond this island and to prove it's real or not, you have to venture farther.
Also I think dashing backwards would be better than rolling backwards.
I also think that having two mode like birds eye view or 3rd person would be great (unless you cannot rotate the camera and limited to one perspective)
love how the monster moves! hes a proper Creature™️! Looks like that type of animation would be great for some sorta freaky unnatural monster.
Awesome!
I think you're doing a great job!
And I like your videos. As someone else said, I would enjoy watching longer videos by you, if you happen to make some.
Are you going to make it so that you collect parts from the monsters that can eventually become pieces of armor?
I think that would be a cool feature.
Thanks for sharing!
This game seems so fun! I can't wait until it's out or a playtest. keep going!
Can't wait for the next episode!
No worries for the video length, we're here to follow everything 😂
Steve crying in the corner after watching that intro
So stoked to already have another devlog, keep up the great work!
Amazing videos! Would love to have longer videos where you show more of the process!
Awesome progress! Keep it up, good luck, and have a great July vacation.
love the video's enjoy your vacation! Don't let blender slow you down. Game mechanics are the heart of a great game.
Looking great so far! Keep at it!
This is really inspiring, makes me want to build stuff alongside these videos. You should consider streaming, I'd love to be able to ask questions and see the process live.
we here bro 🤘🏿😤❤🔥 lets goooo. Keep up the good work my guy
Keep it up. Always inspiring to see from one indie designer to another
You NEED procedurally generated music for this. It just seems like the right idea.
Just finished watching episode 0 and wanted to comment how inspiring it is you're taking on such a venture! I've wanted to get into game design/3d modelling for awhile (having done a couple papers at uni) but i still feel like my skillset is completely lacking. Where would you recommend a complete beginner starts?
Thanks so much for watching and for your comment :) there are so many great resources on TH-cam for beginners, especially channels like @iHeartGameDev which can break down complex concepts and explain things in a very engaging way :) good luck!
Here for the ride 🔥
this man referenced egoraptor before gamegrumps, what a legend.
I want to know more about the procedural animation of that monster, it looks awesome!
Love the video, love the commentary. Keep it up! Any newbie advice on how to get started with Unity? I too have an idea in mind for ages, but have no idea where to start. Any recommendations would be helpful! Enjoy your time off!
Thanks! For starting out in unity, we live in a world where it's the best time for learning because there's so many free tutorials and resources online. I would definitely recommend you check out TH-camrs like Code Monkey, who have full series of videos on making games from start to finish
It’s great how much attention this has gotten!
I’m excited already for the game
I love watching your process! I rlly want to try out developing a game aswell! Cant wait to see the final product of yoyr game!
Man, I had a similar project in mind along the other stuff going on.
I shall watch your progress with great interest :)
Who knows, maybe our paths will cross one day :D
Also congrats on attracting publishers!!
I find this length of video just fine. I would watch longer videos too
I'm trying procedural animation myself. Very curious to see your struggles and results! Awesome video, thanks for sharing! ❤
Hi there, love your videos! Excited for the Discord. What are your toughts on Gust of wind mechanic ? That would add a dynamic element to both boat mechanics and character movement, implementing it as a game mechanic would add an extra layer of depth and excitement to both boat and character gameplay, encouraging players to explore the world, face special encounters , and master the challenges presented by the natural forces in the game.
Thanks! Yep I'll be implementing a mechanic just like that :)
Looks awesome !
if you need any help with sound design or music, i would love to help ^^
I love this and can't wait for it to come out
I'm aware it's forever away.
I'm also excited for new content.
Good stuff.
Getting publisher attention .... hells yeah
Nice, looking forward to new videos!
Dude, how are you going to make a game and simultaneously keep releasing videos with such great production values?
Aw thank you! By never sleeping apparently haha
Looks like you followed the same inventory tutorial I did. I recognize that code!
Hahahaha. I'm sure many inventories contain functions for adding items. Which tutorial did you follow?
@@ViciousLegacyGameAUS it was both the code and the scriptable object names that made me think that. I think the one I used was from a channel called coding with unity. However, it's been a bit since I did it
The movement of this first creature is pretty noice. Also, how far will you let the camera from the player? I think it would be a good thing to add caves so the player could search stuff inside of them, I don't think it would be a easy thing to implement in your world generator, but it would be pretty fun :)
Thanks! The camera will be kept pretty close to the player on land, but I would really like the idea of caves etc
Honestly I liked the editing style of the first video more. Like more informative but still entertaining. Maybe you should do video essay style videos for Patron or something.
Hey, I really love it ! And I want to ask if the monster itself is going to be a procedural generation like an evrey run or an evrey place you find a new monster
Thanks! Yes the main monsters themselves will be random, though to what extent I'm still working out. At the very least there will be "variations" on base types that will add variation in combat even if the base visuals are similar
@ViciousLegacyGameAUS ho OK! That sounds cool
Hey, I'm curious about the types of mechanics you might want to include in your game. Is the monster hunting in this game going to be 'Monster Hunter' style hunting where you find a monster, chase after it, and slay it with weapons? Or do you plan on it being more of a traditional form of hunting e.g. waiting, stalking, using traps, strategies, the environment, patience, and etc?
Thanks for the question, it is definitely going to be more like the later. I want the player to think and plan carefully before going after a creature, or they probably will be killed quickly
Very fun and informative to watch. Thank you for sharing. The format is pretty good as is.
If (like to hear far too early feedback)
{the water is pretty great, but it absolutely does not fit the rest of the current game visuals. If you dont plan to upgrade your (promising) low poly look to something more defined with high texture details, you could try to posterize the water shader. That would keep the foam effect on top of the waves and the depth colors while delivering a far more cartoony look}
else
{ignore}
Thank you very much. DW, across the water thing
Good work, Keep it up!
One thing about Rigidbody... not sure, but in case you're using it. Dont use it for character controllers.
Transform.position movement + ComputePenetration() for custom collision detection is the best solution.
Physical based player character controllers are proven to be very problematic since you dont have much control over it. Trivial tasks like ground snapping or stairs climbing are nearly impossible to implement correctly with Rbody.
Hmmm interesting. I'll look into this
Grant Abbitt's videos are great, love him. Though, when it comes to character modeling, texturing, and rigging, Dikko is supreme. His character courses are goldmines, and his blend of poly modeling + sculpting has revolutionized my own character creation workflow.
They may seem long, but he even goes into modifying your original models into entirely different characters, saving you SOOO much time modeling and rigging.
Oh, btw, I highly recommend starting with Dikko's "Modeling for Animation" playlist, followed by the "Texturing Stylized Characters (In Blender)" list, and finally the "Rigging Characters in Blender" list. It's essentially one full course, separated into the three main workflows, and goes in-depth with every aspect of character creation
Great Job man, keep it up!
R.Y.A.N is wonderful. I love him
Instead of using matrix rotations, i find it more intuitve to project the camera local forward and right directions onto the xz plane. This also allows for a dynamic camera, rather than the hard coded 45 degrees you used.