First off; You are progressing so damn fast, love seeing it! Keep it up :D Regarding your issue with the player being behind objects which blocks the camera view, I think occlusion is the way to go, but you can expand upon it a bit nicer. Check out a V Rising, the do a fade out using occlusion (I think) but when the object is too faded out they replace it with a "chopped" version of the object. So a tree, for instance, becomes a stump. And fades back in again. For buildings the frame of the building is not fading away, but only the actual roof. So you still see the foundation pillars of the house, and roof beams and stuff. It looks quite cool. Probably a bit complicated to set up, but I think you are going in the right direction.
I came up with a pretty good solution combining occlusion masking (with dithering) alongside a post processing shader that applies and outline when the player is standing behind materials that are not occluded, I’ll show it off in the next log!
You could also drop the items on the floor instead of floating and add a glow beam/sound on drop. Just for visibility reasons, but if your game is not gonna have crazy amount of mobs on screen the current glow is perfectly fine. Good job!
For the issue of the player being unable to be seen behind objects in the world, you could try a system that makes the objects directly blocking the camera somewhat translucent, which would allow the player to see where they are standing and wouldn't stop them from seeing any smaller objects by their feet. Loving the series so far, and I hope you keep working on this project because it looks great so far
What helped me with my top down game and buildings and such, having "them", or in this case much easier the cam, rotated by 45 degrees. It happens much less that large objects such as houses block the view of the player. It still happens, but not as much as before. Give it a try 👍
Very important to get the MVP first. Too many people think "big picture" and never even get there because they are spread much too thin. Thanks for the kind words! :)
I dig the game! One thing that im sure you're already going to touch up on is the movement animations. it is a bit jarring to see the character moon walking when moving and attacking alot.
Have you considered a free range third person camera instead of the locked third person camera so the person can go into the house with the camera which is probably harder to do, but will cause less issues in the future.
I don't believe that's 100% true, I actually found a pretty good solution already, and it'll be in the next devlog, but keeping it fixed is a style and gameplay choice I plan to stick with
You should use simpler collision boxes instead of using the cliff meshes for the collision, not only is it much better for performance, it will also prevent the player from doing things like climbing the cliffs and etc. Great video anyways keep it up
@@QuestDev I think he means invisible collision walls. Each collision primative on a rock costs some performance. It will catch up with you as you build larger scenes. Though with simple meshes it might not be too costly for awhile
Sorry, I can't keep it in my mind. Are you Chewbert(www.youtube.com/@Chewbert)? You sound just like him, you also put Paradox songs in your videos and you made a mod for eu4. While I wrote that comment, I searched "eu4 chewbert post finem" and it is from chewbert so I guess I got that right since your second devlog but I wasn't sure.
First off; You are progressing so damn fast, love seeing it! Keep it up :D
Regarding your issue with the player being behind objects which blocks the camera view, I think occlusion is the way to go, but you can expand upon it a bit nicer. Check out a V Rising, the do a fade out using occlusion (I think) but when the object is too faded out they replace it with a "chopped" version of the object. So a tree, for instance, becomes a stump. And fades back in again. For buildings the frame of the building is not fading away, but only the actual roof. So you still see the foundation pillars of the house, and roof beams and stuff. It looks quite cool.
Probably a bit complicated to set up, but I think you are going in the right direction.
I came up with a pretty good solution combining occlusion masking (with dithering) alongside a post processing shader that applies and outline when the player is standing behind materials that are not occluded, I’ll show it off in the next log!
Tbh I’m a developer for bank systems and your videos showed me that if I’m passionate, like you are, I can also make a great game (so I will)
It can't hurt you to at least try! Go for it!
As a third developer here who casually made a bank system for his game, you got this!
You could also drop the items on the floor instead of floating and add a glow beam/sound on drop. Just for visibility reasons, but if your game is not gonna have crazy amount of mobs on screen the current glow is perfectly fine. Good job!
For the issue of the player being unable to be seen behind objects in the world, you could try a system that makes the objects directly blocking the camera somewhat translucent, which would allow the player to see where they are standing and wouldn't stop them from seeing any smaller objects by their feet. Loving the series so far, and I hope you keep working on this project because it looks great so far
Yeah it’s something I’m looking into, possibly some dithering effects as well, those can be real pretty when used correctly! Thanks
What helped me with my top down game and buildings and such, having "them", or in this case much easier the cam, rotated by 45 degrees. It happens much less that large objects such as houses block the view of the player. It still happens, but not as much as before. Give it a try 👍
Oh that’s an idea, I’ll take a look!
Game is starting to look incredible. Amazing glow-up!
Impressive so far 😃 It is really nice that you focus on the mvp and try to get the bigger picture first instead of getting lost in the details 👍
Very important to get the MVP first. Too many people think "big picture" and never even get there because they are spread much too thin.
Thanks for the kind words! :)
Man you are going so fast ! I'm developing my indie game too. All those environments assets are from Synty ? They are damn good
Yep all artwork you’re seeing is from synty!
Looks Incredible so far ❤
Love how the game is turning out!
3:56 Bro that's Lumbridge.
So many chickens and goblins to kill
Nice video! I am wondering tho how do you get the assets? I love the stylized art
They’re from a company called Synty, they have a huge library, it’s awesome! I love them as well :)
I dig the game!
One thing that im sure you're already going to touch up on is the movement animations. it is a bit jarring to see the character moon walking when moving and attacking alot.
Polish is certainly in the pipeline, just not at the front of it, yeah.
Have you considered a free range third person camera instead of the locked third person camera so the person can go into the house with the camera which is probably harder to do, but will cause less issues in the future.
I'm pretty set on the locked isometric, so long as I can find a good solution for the clipping, which I actually did :D
Tbh... I would simply allow the camera to rotate, for QoL reasons. Either that, or you really have to design your maps with the fixed angle in mind.
I don't believe that's 100% true, I actually found a pretty good solution already, and it'll be in the next devlog, but keeping it fixed is a style and gameplay choice I plan to stick with
You should use simpler collision boxes instead of using the cliff meshes for the collision, not only is it much better for performance, it will also prevent the player from doing things like climbing the cliffs and etc. Great video anyways keep it up
Simple collisions are the default, unreal has them built in, it’s nice!
@@QuestDev I think he means invisible collision walls. Each collision primative on a rock costs some performance. It will catch up with you as you build larger scenes. Though with simple meshes it might not be too costly for awhile
Oh I understand now! Yeah I’ll look into that, thanks guys :)
@@QuestDevGlad we got that cleared out
Sorry, I can't keep it in my mind. Are you Chewbert(www.youtube.com/@Chewbert)? You sound just like him, you also put Paradox songs in your videos and you made a mod for eu4.
While I wrote that comment, I searched "eu4 chewbert post finem" and it is from chewbert so I guess I got that right since your second devlog but I wasn't sure.
Haha yep it’s me, happy to be recognized :)
Do you make your own game assets?
They are from a company called Synty! They have a huge library of assets, so it should be pretty easy to keep visual cohesion
Try adding camera lag
I do have camera lag, added it in devlog 2 :)
It'd be cool to have like exalabar or how ever you spell it the sword in the stone but it would make people call it a zelda rip off so mabey not
For the devlog you should make something in the video
What does that mean?
@@QuestDev intend to making building,items and scripting