On the note of “i know everyone wants to see everything absolutely sharp at every moment” i think the focused blur is a great idea. Its more true cinematic and definitely makes it scarier running away having the monster blurred out
this looks great! it's cool to see the game actually being made! so much progress in such a short amount of time! Edit: looking back on it now, changing the color scheme from black and green to white and yellow was a great idea!
The animations look great so far! Love the way this project is evolving! I feel like at the running animation, the creature could use it's hands on the ground every few steps (similar to gorillas, but only some of the time). Can't wait to see more of the game! (Very cute dog btw)
This is actually amazing, all your hard work is finally coming together and paying off! If you don't mind I have some tips for the gunplay, I see a lot of games where the recoil goes up, and then never comes back down. In real life guns have gas systems to mitigate recoil and also work with the dynamics of the human arms, meaning they typically fall back down to where the user was originally aiming before firing, also look into proper firearm holding techniques when you're working on animation. I know this is all work in progress and you probably aren't even worried about the gunplay right now, but gunplay is just such a major critique of mine I thought I'd send in some of my personal opinions on it, otherwise the gunplay actually looks super solid, especially the re4 laser type thing, and I love your philosophy on the horror of the game, and keeping it minimal, especially when you talked about not wanting protagonist dialogue to be constant and annoying, I really feel you there lol. You're doing so awesome man, sorry for the long comment but I've been watching for quite a while now and I just love the hard work you've been putting in. Keep it up!
Love watching your game creation. Love the painting, but love this even more. Its awesome to watch progress on such a big project. It's fun to see the updates you do especially small visual improvements, it may not be big progress but it just makes it more of a joy to watch. I thought, maybe when Guts goes faster he starts galloping with his arms as well. As for an attack for Guts it really looks like he wants to hug him (I know the plan was to have grandma hug, but maybe guts is imitating her?) so much fun to see your progress!
The idea of adding weights was genius. It looks truly terrifying and very polished. I feel you used your mocap suit truly perfectly, I see many creators call it a day when there are clear problems, but you ensured it looked polished and it did indeed. :D
To control the decimation on specific LOD's, change what LOD you're viewing in the preview viewport, and go to the reduction settings tab on the right just above where you set the number of LOD's. There you change the percent of triangles as well as the screen size that it switches to that LOD at. Hope that helps!
I love LOVE all the tiny updates like telling us about the camera focus on John or the impact physics, it shows how much attention to detail and passion you have for this game- it's the little victories !! Please never gloss over little changes, all progress should be celebrated :]
Hey Boro this whole journey of u working on ur game is so inspiring and makes me feel like I can make anything as long as I work hard :) so just thank you for being you and for always working on what you love
I love the way this looks. Keep up the great work. Its do great to see behind the scenes footage of game development. Growing up in the 90s i always enjoyed being a teen in the early 00s and seeing dev teams showing their game projects they were working on. (I really appreciate the look and physics effects you are focusing on. Its a great vibe to it)
Love this video boro! I think its kinda hard to see the pain animation but I do love the concept of it shivering! Hope you can one day cover how you study UE!
Really liking the pain animation, really freaky. Though I think the threshold should be lower so we see more of the intense shaking before the monsters expire. Also, really love the attack animations, the lazy sort of flicking really suits the character but I wonder if for gameplay reasons you need more build up for the action to telegraph an incoming attack so the player has a chance to dodge. Loving the atmosphere so far too!
Amazing work! I noticed that your animations are being sampled at 120fps at 28:29, I recently had Unreal bug out and import anims at 2000fps and it was absurdly slow to work with, file sizes were crazy too. I would suggest lowering your sample rate and reimporting, 60fps sample rate will still get really crisp movement but will save some processing power. Keep it up!
You should add it so that at a certain time during the attack animation it has a possibility to grab you based off of the closest preset point like the wrist or smthn
I appreciate the dedication to detail, taking a "God is in the details" approach - and yet as I am undertaking a new gaming project now and I research games albeit some oldies from 2015, 2017 etc included... like Fall Out 76, Mad Max, Ghost Recon Wildlands - like these games are still played a lot to this day - and tbh some of the hokey subpar animations in these titles persist, remain unchanged from launch, still flawed... have never been patched/upgraded - and seem to have almost in fact become like a kind of trope or part of that particular title's allure/lore. "Well, everyone jokes about the blah blah blah in the blah blah game..." - I guess concept/good gameplay still trumps say "perfect smooth animations of NPC's" etc of course everyone has their preference for what draws them to a particular game mostly in the first place - and what's a deal-breaker when it comes to getting to a rage-quit moment etc.
It look like it coming along good, thoughts as I watch; the gunshot sounds a little repetitive. obviously it's more just sort of 'lookdev' right now, but when you come back to it look into metasounds and splitting up the elements that make up the sound and add some randomisation to those. I'm working on a melee combat system, not guns but playing around with and trying to learn metasounds has been a lot of fun and I'm excited to use what I've learned with them for some interesting ways of using sounds and music to give the player feedback on whats happening. The full body IK looks good I'd maybe play around with making the red dot get wider and more dispersed in the last 2 or so meters to give the player some indication that it's near the end of their effective range. related to that also, i'd guess your shooting works off line traces, but if you are/end up with a weapon that spawns a projectile, it might help to loosen the 10m a little; it would be annoying af to fire a shot while in range but the monster takes a step back for whatever reason so it doesn't count. Definitely is a milestone! maybe consider not using treadmill mode for some animations, you may want to use root motion for things like attacking (especially with motion warping). You can always remove all the keyframes on the root later if you decide not to use root motion. You can use IK to plant his feet to the ground where it's sliding. Also can use it for matching his steps to the speed of the movement if you decide it needs to move at a different speed to what you animated. I've been using DragonIK plugin from the marketplace for this stuff but I'm pretty sure one of the nodes added by the motion warping plugin does it too. I think you found another small thing to tweak on the camera towards the end there, maybe a linetrace and if something is being aimed at and is closer than x, set the focus point to however far it is. The left hand positioning looks a little odd in some poses, like it's trying to be there to support the right hand but feels like it's just sort of floating there. SSS looks really good when you shoot at it. What are the plans for the next few stages of development? obviously plans change, tbh I'm just mostly interested in seeing which parts you think are important to lay the ground work for.
Thanks, really cool tips! Btw that's not SSS, but Lumen's temporal imprint from bright flashes. Hope there's a way to adjust it. For now, I want to get all enemies animated and in UE, but maybe I'll break it up with some level design and finally trying triggers and cutscenes. Everything is so interesting!
@@BoroCG oh right, I had suspicions it wasn't actually SSS but couldn't work out what it was so just went with that. It looks sort of interesting on the monsters tbh Level design is one of my favourite parts, a lot of opportunity to just be creative and it's one of the things that gives an instant feeling of a lot of progress, but I also find it so hard not to get really distracted and spend stupid amounts of time on it. Anecdotally I find it helps to try and create specific scenes I want the player to experience and work out from there. Cutscenes will be interesting, I haven't actually bothered looking into them since before I knew what I was doing with the engine and theres been significant improvements since then with things like control rig. I'm not entirely sure what 'best practice' for cutscene triggers are but I'd approach it by making a blueprint that just holds a trigger box and uses an instance editable variable to store a reference to the sequence you want to play.
Those animations look amazing! I feel like it'd be cool to see it slam/slap its arms down in frustration, but that may not work practically when playing. Also, what a beautiful dog! What's its name?
First time ive seen an animation process for a game! Love it, Earned a sub from me If you record another session for the idle animations, a good idea would be to give the character an "itch" that they shake off for a few seconds, returning back to reality. I think pain animations could fit in that as well, but they are prolly better procedural because pain originates from the wound. Sorry, I just have many ideas.
This is all so cool!! I’m loving to see the process! Btw, will the monsters bleed red in the end? Or will it be something more… alien? Like that egg yolk color, a sickly brown or orange or yellow-ish color
First off, the following is not intended as critique, but as an an input that might help you. I understand games do not require amazing realism and I don't know about game design or the realities of it, but I have some backrgound in martial arts and competitive boxing. The monsters look great, but the attacks with the weights do not seem dangerous at all. They are slow, avoidable and the build of the monsters seems squid like. If the monsters aren't huge, they wouldn't do much damage at all. Also the punches are called "arm punches", and in boxing you should avoid that, because they do not generate a lot of force at all. So maybe make the shoulders a bit wider, and add more torsal twist from a more wides stance to get leverage. They could spin around from the punch power, like the Thai boxing roundhouse kick. Add speed to the animation. Especially at the end of the punch. Add some kind of grabbing tentacles or claws so it can either do puncture or slash damage and keep the victim in place. You could also look at boxing videos to get the idea of how leverage and reach works. Deontay Wilder or Sonny Liston are an extreme examples of power, leverage and reach. The idea of a human punch is to create a lot of force in a small area and human fists are built like that, The index and middle finger knuckles are the contact point to the target.
When aiming a gun it’s fairly easy to keep the gun steady. Less floppiness and more drag on the arms the faster you swing in a direction would give it a more realistic feel. I could be wrong though
The laser should be coming from the bottom of the gun, and it should be sighted exactly in the center of the screen. We sight our lasers in to match exactly where the bullet is going to go, which hopefully should be exactly at where the barrel is pointing/
Hello if you want to customize your lod settings you can choose LOD to change bellow LOD picker part and change its settings from LOD (lodNumber) / reduction settings
I have an idea. The guts could only hear you since they don't seem to have a face. Because of it you could have 2 options to complete a level or something by stealth or by action. Also If they hear you they make a disgusting loud sound
@BoroCG seeing as how you're so differently shaped than the character anyways, you were always going to have to modify the animation anyways, so maybe it's not as important. Thank you for these videos.
This is great, I actually pulled the trigger on buying a ROKOKO because i also want to use it for game dev, and love seeing how great the retargeting system is in blender when combined with ARP. However have you tried the retargeting in software's such as Motion builder? I cant wait to see more updates with your game! As someone who is new with the suit, where do you also recommend to learn all the tips and trick to utilize it best. I originally used a volume and optitrack to record mocap stuff, but got the suit because i'm a junior and somewhat of a generalist lol.
Awesome, good times, fellow dev! Haven't tried other options with this door, bit something tells me the suit would work very well with MB :) Rokoko has a plugin for it
What do you think about making the game in first person perspective? I think it would naturally account for a more immersive and personal experience. Also, there are few good fps survival horror games in my opinion.
Thanks for the good question: I'm not into first person for this project as a basic mechanic. It might have several special modes in different parts of the story though, if I pull it off. Long way ahead that is
That would be an interesting idea, as well as a unique. Maybe you could use it to envoke a more claustrophobic feel in narrow chapters, or going through a tunel. Im very excited to see your vision either way!
Doing great work my man. Favor to ask. What information or docs did you look into with your camera/ Ik system? I'm really digging the setup to the IK hands/gun.
I'd love if the AI in this game was similar to Resident Evil: Revelations, big slow programmed attacks and rootmotion to move. If made like that you can definitely add melee combat since it would take time for enemies to turn around and they'd have a vulnerability period after attacking.
i like game dev too so i don't mind the new content at all, but what happened to your art videos? i used to reference them a lot when i was in school. are they deleted forever?
I know you're coming at this from an artist's perspective, but I think it'd really be best to focus on getting the gameplay mechanics finished, then focus on content, and *then* focus on animation. The reason for that is because you wanna minimize wasted time on an animation or model that ends up getting cut for the sake of getting the game out, or something that ends up being out of your abilities. I know there's the aspect of TH-cam, so some "beautification" is fine to retain viewership, but try to keep from running off in that direction, especially if you're new to the engine. Coming from someone who's *very* familiar with this specific timesink. An ugly game that plays right is way less work to fix than a pretty game that plays the way you don't want it to. Also, be sure to get plenty of playtesting. Just bc a mechanic sounds good in your head, doesn't mean it'll always have the intended effect. Stuff like adding in those wind-up animations you mentioned last episode can easily cause the player to feel unresponsive to control in a way that's not scary, just frustrating. It's why most protagonists, even in horror games, have a little less anticipation on their animations than you would realistically expect.
it has been so long since i saw a video update that this man has grown HAIR
also First ig.
@@indothomas nuh uh
@@Spookatz. nuh uh
You mean the player model or the actual human
On the note of “i know everyone wants to see everything absolutely sharp at every moment” i think the focused blur is a great idea. Its more true cinematic and definitely makes it scarier running away having the monster blurred out
The true horror of this game is how John's bones melt the moment he dies XD
It's amazing to see the progress of the game so far!
this looks great! it's cool to see the game actually being made! so much progress in such a short amount of time!
Edit: looking back on it now, changing the color scheme from black and green to white and yellow was a great idea!
The animations look great so far! Love the way this project is evolving!
I feel like at the running animation, the creature could use it's hands on the ground every few steps (similar to gorillas, but only some of the time).
Can't wait to see more of the game!
(Very cute dog btw)
This is actually amazing, all your hard work is finally coming together and paying off!
If you don't mind I have some tips for the gunplay, I see a lot of games where the recoil goes up, and then never comes back down. In real life guns have gas systems to mitigate recoil and also work with the dynamics of the human arms, meaning they typically fall back down to where the user was originally aiming before firing, also look into proper firearm holding techniques when you're working on animation.
I know this is all work in progress and you probably aren't even worried about the gunplay right now, but gunplay is just such a major critique of mine I thought I'd send in some of my personal opinions on it, otherwise the gunplay actually looks super solid, especially the re4 laser type thing, and I love your philosophy on the horror of the game, and keeping it minimal, especially when you talked about not wanting protagonist dialogue to be constant and annoying, I really feel you there lol.
You're doing so awesome man, sorry for the long comment but I've been watching for quite a while now and I just love the hard work you've been putting in. Keep it up!
Thank you! Yeah will do my best to make sure gunplay and actual John's animations are solid when I get to specifics
Love watching your game creation. Love the painting, but love this even more. Its awesome to watch progress on such a big project. It's fun to see the updates you do especially small visual improvements, it may not be big progress but it just makes it more of a joy to watch. I thought, maybe when Guts goes faster he starts galloping with his arms as well. As for an attack for Guts it really looks like he wants to hug him (I know the plan was to have grandma hug, but maybe guts is imitating her?) so much fun to see your progress!
The idea of adding weights was genius. It looks truly terrifying and very polished. I feel you used your mocap suit truly perfectly, I see many creators call it a day when there are clear problems, but you ensured it looked polished and it did indeed. :D
To control the decimation on specific LOD's, change what LOD you're viewing in the preview viewport, and go to the reduction settings tab on the right just above where you set the number of LOD's. There you change the percent of triangles as well as the screen size that it switches to that LOD at. Hope that helps!
Oh awesome! Thank you, I've seen those specific lod menus before and ignored
I love LOVE all the tiny updates like telling us about the camera focus on John or the impact physics, it shows how much attention to detail and passion you have for this game- it's the little victories !! Please never gloss over little changes, all progress should be celebrated :]
woow, now that the gameplay elements are there, I'm really starting to see the potential of this game, awesome work!
i love being able to watch you develop your game. its so cool to see your progress
Hey Boro this whole journey of u working on ur game is so inspiring and makes me feel like I can make anything as long as I work hard :) so just thank you for being you and for always working on what you love
You should make it so when the player dies by it, the monster would pierce its arm through your chest, and do a horroryfing jumpscare!
I love seeing your thought process
I love the way this looks. Keep up the great work. Its do great to see behind the scenes footage of game development. Growing up in the 90s i always enjoyed being a teen in the early 00s and seeing dev teams showing their game projects they were working on. (I really appreciate the look and physics effects you are focusing on. Its a great vibe to it)
Love this video boro! I think its kinda hard to see the pain animation but I do love the concept of it shivering!
Hope you can one day cover how you study UE!
Cool!
This is so cool dude I just caught up on most of the videos yesterday and the progress is amazing
Really liking the pain animation, really freaky. Though I think the threshold should be lower so we see more of the intense shaking before the monsters expire. Also, really love the attack animations, the lazy sort of flicking really suits the character but I wonder if for gameplay reasons you need more build up for the action to telegraph an incoming attack so the player has a chance to dodge. Loving the atmosphere so far too!
This is looking so cool man. Don’t stop!
Amazing work! I noticed that your animations are being sampled at 120fps at 28:29, I recently had Unreal bug out and import anims at 2000fps and it was absurdly slow to work with, file sizes were crazy too. I would suggest lowering your sample rate and reimporting, 60fps sample rate will still get really crisp movement but will save some processing power.
Keep it up!
Thanks, I think I exported in 60fps, it was that way in Blender already
Congrats on this adorable doggy ❤
You should add it so that at a certain time during the attack animation it has a possibility to grab you based off of the closest preset point like the wrist or smthn
Great work! The animation looks good.
I appreciate the dedication to detail, taking a "God is in the details" approach - and yet as I am undertaking a new gaming project now and I research games albeit some oldies from 2015, 2017 etc included... like Fall Out 76, Mad Max, Ghost Recon Wildlands - like these games are still played a lot to this day - and tbh some of the hokey subpar animations in these titles persist, remain unchanged from launch, still flawed... have never been patched/upgraded - and seem to have almost in fact become like a kind of trope or part of that particular title's allure/lore. "Well, everyone jokes about the blah blah blah in the blah blah game..." - I guess concept/good gameplay still trumps say "perfect smooth animations of NPC's" etc of course everyone has their preference for what draws them to a particular game mostly in the first place - and what's a deal-breaker when it comes to getting to a rage-quit moment etc.
"And then he dies. As we all do." That was really disturbing for some reason
It look like it coming along good, thoughts as I watch;
the gunshot sounds a little repetitive. obviously it's more just sort of 'lookdev' right now, but when you come back to it look into metasounds and splitting up the elements that make up the sound and add some randomisation to those. I'm working on a melee combat system, not guns but playing around with and trying to learn metasounds has been a lot of fun and I'm excited to use what I've learned with them for some interesting ways of using sounds and music to give the player feedback on whats happening.
The full body IK looks good
I'd maybe play around with making the red dot get wider and more dispersed in the last 2 or so meters to give the player some indication that it's near the end of their effective range.
related to that also, i'd guess your shooting works off line traces, but if you are/end up with a weapon that spawns a projectile, it might help to loosen the 10m a little; it would be annoying af to fire a shot while in range but the monster takes a step back for whatever reason so it doesn't count.
Definitely is a milestone!
maybe consider not using treadmill mode for some animations, you may want to use root motion for things like attacking (especially with motion warping). You can always remove all the keyframes on the root later if you decide not to use root motion.
You can use IK to plant his feet to the ground where it's sliding. Also can use it for matching his steps to the speed of the movement if you decide it needs to move at a different speed to what you animated. I've been using DragonIK plugin from the marketplace for this stuff but I'm pretty sure one of the nodes added by the motion warping plugin does it too.
I think you found another small thing to tweak on the camera towards the end there, maybe a linetrace and if something is being aimed at and is closer than x, set the focus point to however far it is.
The left hand positioning looks a little odd in some poses, like it's trying to be there to support the right hand but feels like it's just sort of floating there.
SSS looks really good when you shoot at it.
What are the plans for the next few stages of development? obviously plans change, tbh I'm just mostly interested in seeing which parts you think are important to lay the ground work for.
Thanks, really cool tips! Btw that's not SSS, but Lumen's temporal imprint from bright flashes. Hope there's a way to adjust it. For now, I want to get all enemies animated and in UE, but maybe I'll break it up with some level design and finally trying triggers and cutscenes. Everything is so interesting!
@@BoroCG oh right, I had suspicions it wasn't actually SSS but couldn't work out what it was so just went with that.
It looks sort of interesting on the monsters tbh
Level design is one of my favourite parts, a lot of opportunity to just be creative and it's one of the things that gives an instant feeling of a lot of progress, but I also find it so hard not to get really distracted and spend stupid amounts of time on it. Anecdotally I find it helps to try and create specific scenes I want the player to experience and work out from there.
Cutscenes will be interesting, I haven't actually bothered looking into them since before I knew what I was doing with the engine and theres been significant improvements since then with things like control rig. I'm not entirely sure what 'best practice' for cutscene triggers are but I'd approach it by making a blueprint that just holds a trigger box and uses an instance editable variable to store a reference to the sequence you want to play.
Could you possibly make a sound that plays when their body hits the floor, like a wet "thud" of some kind?
Those animations look amazing! I feel like it'd be cool to see it slam/slap its arms down in frustration, but that may not work practically when playing.
Also, what a beautiful dog! What's its name?
Super interesting I think about it a long time to start make my own game and I love gun animation, good animation
First time ive seen an animation process for a game! Love it, Earned a sub from me
If you record another session for the idle animations, a good idea would be to give the character an "itch" that they shake off for a few seconds, returning back to reality. I think pain animations could fit in that as well, but they are prolly better procedural because pain originates from the wound.
Sorry, I just have many ideas.
That aiming is Epic! I've been working on a similar idea, and of course this video pops up, thanks for the inspiration!
This is all so cool!! I’m loving to see the process!
Btw, will the monsters bleed red in the end? Or will it be something more… alien? Like that egg yolk color, a sickly brown or orange or yellow-ish color
First off, the following is not intended as critique, but as an an input that might help you. I understand games do not require amazing realism and I don't know about game design or the realities of it, but I have some backrgound in martial arts and competitive boxing. The monsters look great, but the attacks with the weights do not seem dangerous at all. They are slow, avoidable and the build of the monsters seems squid like. If the monsters aren't huge, they wouldn't do much damage at all. Also the punches are called "arm punches", and in boxing you should avoid that, because they do not generate a lot of force at all. So maybe make the shoulders a bit wider, and add more torsal twist from a more wides stance to get leverage. They could spin around from the punch power, like the Thai boxing roundhouse kick. Add speed to the animation. Especially at the end of the punch. Add some kind of grabbing tentacles or claws so it can either do puncture or slash damage and keep the victim in place. You could also look at boxing videos to get the idea of how leverage and reach works. Deontay Wilder or Sonny Liston are an extreme examples of power, leverage and reach.
The idea of a human punch is to create a lot of force in a small area and human fists are built like that, The index and middle finger knuckles are the contact point to the target.
Random idea but I think it would be cool if the bullet shot would echo a ton, it would kind of make it like a piercing sound in the silent darkness
actually amazing.
You should make it so different areas on guts do more on the pain meter/damage. Just a suggestion.
I dont have the time to make a game, but id love too. Keep up the great work 👍
these videos are excellent
When aiming a gun it’s fairly easy to keep the gun steady. Less floppiness and more drag on the arms the faster you swing in a direction would give it a more realistic feel. I could be wrong though
17:28 the walking towards the character is so sassy! haha
The laser should be coming from the bottom of the gun, and it should be sighted exactly in the center of the screen. We sight our lasers in to match exactly where the bullet is going to go, which hopefully should be exactly at where the barrel is pointing/
Can't wait to see guts fully animated!
😮Came so far really really love❤ this series i hope this will never end😂
I love the motion blurr
this project is never gona get finished
I've been keeping saying but rokoko doesn't work shit. I eventually sold both of my ssp1 and ssp2 as well as their gloves
Plus now even they offer a free video to mocap service now??
I'd add some reaction from being shot, something that gives out the sensation of the impact of the bullet.
An idear i though of was maybe you could ad dips into the flesh when the bullet shoots into the monster
i have an idea you can have it so they have some holes in them and it spews out like spores and if the spores hit you they have like a poison affect
“And then he dies… as we all do” jesus christ man 💀 28:59
2:42 Yes, Boro! Twist that knife! :_D
:D 💜
You should increase the range attack for guts, they have longer arms so it should work.
Totally
Damn those monsters reeeeallyy creepyyy 😨😨
Hello if you want to customize your lod settings you can choose LOD to change bellow LOD picker part and change its settings from LOD (lodNumber) / reduction settings
that depth of field is so intense
I act like this at my house all the time completely unironically
I have an idea. The guts could only hear you since they don't seem to have a face. Because of it you could have 2 options to complete a level or something by stealth or by action. Also If they hear you they make a disgusting loud sound
Is there any way to change the hip-width of the motion capture avatar? It looks like it's not really setup to your body size/shape.
I actually typed in exact numbers in the studio and the avatar turned into that shape. I may have made a mistake there
@BoroCG seeing as how you're so differently shaped than the character anyways, you were always going to have to modify the animation anyways, so maybe it's not as important. Thank you for these videos.
Boro if I can add a suggestion for creature footep motions, try acting as if there is lego bricks on the floor and yoire trying to avoid them.
I'm not a 100% sure just yet, but I have a feeling that Guts is actually my favorite XD
Love the progress made so far. Have you tried using the Animation layers addon to adjust the animations, helps a lot when wanting to do small tweaks
Haven't gotten to it yet, but will probably check it out eventually. NLA seems just enough for my needs so far
2:49 better than nothing
Hey, the actual footage looks very nice and I wish you all success with this project!
However, I'm wondering how this gun "punishment" mechanic works.
You should call the game flesh because it fits with the game you're making
i would make monsters move in like 12 frames so it will be seen as less humanish
This is great, I actually pulled the trigger on buying a ROKOKO because i also want to use it for game dev, and love seeing how great the retargeting system is in blender when combined with ARP. However have you tried the retargeting in software's such as Motion builder? I cant wait to see more updates with your game! As someone who is new with the suit, where do you also recommend to learn all the tips and trick to utilize it best. I originally used a volume and optitrack to record mocap stuff, but got the suit because i'm a junior and somewhat of a generalist lol.
Awesome, good times, fellow dev! Haven't tried other options with this door, bit something tells me the suit would work very well with MB :) Rokoko has a plugin for it
it would be cool if you would not bake the animation of the lower arms and let pysics in the game hadel the swinging a bit
Something like that is on my mind
@@BoroCG nice
add blood trails they leave when you shoot them
what battery pack is that?
yes
nice one.
What do you think about making the game in first person perspective? I think it would naturally account for a more immersive and personal experience. Also, there are few good fps survival horror games in my opinion.
Thanks for the good question: I'm not into first person for this project as a basic mechanic. It might have several special modes in different parts of the story though, if I pull it off. Long way ahead that is
That would be an interesting idea, as well as a unique. Maybe you could use it to envoke a more claustrophobic feel in narrow chapters, or going through a tunel. Im very excited to see your vision either way!
This is cool! Which platform did you use?
i like it❤
Doing great work my man. Favor to ask. What information or docs did you look into with your camera/ Ik system? I'm really digging the setup to the IK hands/gun.
Dude, you should make this stuff into a resident evil like game!
We need a demo!!
I'd love if the AI in this game was similar to Resident Evil: Revelations, big slow programmed attacks and rootmotion to move. If made like that you can definitely add melee combat since it would take time for enemies to turn around and they'd have a vulnerability period after attacking.
what are you using to make your game it looks so good
It's Unreal Engine 5
what about for john
You should really make him use his arms while running
The fact you named it guts makes it jarring for a Berserk fan lmao.
What the software you used to make it
How did you make the character blurry like that? Adjusting the depth of field
I know there supposed to be scary but honestly everytime I see your monsters I get hungry for Gnocchi.
Carbs. The horror.
I'm curious what is the general lore or story of this game you got going here.
i like game dev too so i don't mind the new content at all, but what happened to your art videos? i used to reference them a lot when i was in school. are they deleted forever?
Not deleted, check playlists on the channel
@@BoroCG ah! thank you so much! i didn't notice
I know you're coming at this from an artist's perspective, but I think it'd really be best to focus on getting the gameplay mechanics finished, then focus on content, and *then* focus on animation.
The reason for that is because you wanna minimize wasted time on an animation or model that ends up getting cut for the sake of getting the game out, or something that ends up being out of your abilities.
I know there's the aspect of TH-cam, so some "beautification" is fine to retain viewership, but try to keep from running off in that direction, especially if you're new to the engine.
Coming from someone who's *very* familiar with this specific timesink. An ugly game that plays right is way less work to fix than a pretty game that plays the way you don't want it to.
Also, be sure to get plenty of playtesting. Just bc a mechanic sounds good in your head, doesn't mean it'll always have the intended effect. Stuff like adding in those wind-up animations you mentioned last episode can easily cause the player to feel unresponsive to control in a way that's not scary, just frustrating. It's why most protagonists, even in horror games, have a little less anticipation on their animations than you would realistically expect.
Bro... I JUST LOST THE GAME
is that walking and running animation just a place holder?
Yeah, I mentioned it in the previous video, old quick handmade stuff
that monster mf is so cute
I'm sorry but, you HAVE to make them do a gangnam style animation, just to to see how it looks, because it'd be amazing.
what is that hair do
Keep the death animation a ragdoll lol
why is the character blurred?
It is done on purpose. It is an effect in the game
@@flame5226 yeah i got that after i watched the full video
yall i think we all lost..
your head and forehead is the scariest monster of all, maybe you should put that in the game
Rude, but sounds powerful
hey