A quick tip: when you've got rocky terrain that is particularly steep or has a sudden change in texture, especially "elbows" like we can see in the switchbacks at the 3:50 mark of this video, make some simple assets using the same ground textures and place them to break up the inherent softness of the heightmap. By having some of the rocks poke up out of the ground and overhang in a way that the heightmap can't, you sell the illusion of distinct materials much better and cover the transitional gradient to the grass texture, at the cost of a small number of easily-culled assets. It also helps to prevent some of the cornercases with terrain collision that are such a pain to handle, such as foot placement and wiffle-waffling states between standing and sliding downhill.
Also the UVs of the terrain are very stretched in the very steep part which make the texture look a bit ugly. This is noticable a few seconds later then the timestamp above. Should try fixing the topology of the terrain there
The fact you were willing to place every tree by hand in an open world map before learning about "tree painting" tells me how passionate you are of this game, cuz that's insane lmao.
The dev of a dev is a interesting , insanely fun but at times the most frustrating thing you could ever encounter. That exact moment of the “paint trees” showing up … I’ve had things like this I can totally feel that pain.
I think one of the reasons you have so much support here is because of how transparent you are as a game dev. Its really neat seeing how your progress is going, things you learn and that you're already taking feedback. Looks great so far!
I’m so used to using terrain tools in literally EVERY program that has them and knowing that painting and prop brushes and grass are all just normal expected stuff seeing someone be so hyped by something so basic is kinda heartwarming
A suggestion, put the letter floating in after the character customization otherwise people might forget it's there after spending 30 min looking at their character.
or if it's something people need to use after they have their character customizing it might be good to make it glow or have some kind of interact indication :o
To the best youtuber out there. you may not upload the most but when you do its always amazing...unless theyre shorts lmao. Love you and cant wait for mana valley!@!@!@!
@@Holphana you might want to consider moving to yelp where other losers will care about your opinions :D. Everyone has their favorite something and I'm sure your favorite thing to look at is rotten tomatoes reviews on movies.
Again, awesome devlog. The effort you put into these is inspiring. You spent one second showing it, but I know how much time goes into every single detail. Can't wait to see more.
Thanks for another epic video!!! I'm really glad you're going for the hand crafted map style, I think thats definitely the right choice for the game style you seem to be going for! Its looking really good and know that you're not alone, the struggle swapping to URP sucked for me too hahaha. I'm looking forward to the next one :)
Man, this looks both really cool and adorable. It's honestly kind of inspiring. 5:06 You may wanna check on that wooden object to the right, something's up.
Haven't seen much of you, in fact this is my only video I've seen and honestly though it's only 7 minutes long, it felt like 2. I was so invested in it. Can't wait for this Mana Valley! Easy sub from me
I think a magic researching system to unlock spells, tools, armor and gadgets(possibly similar to Thaumcraft’s research system) would be sick. Using spells, defeating enemies, using something to analyze enemies, boss drops and visiting locations could grant research points. Also some researches could be tied to specific goals like defeating x boss. This would also allow a smooth integration to a questing system. Furthermore leveling/enchanting of the player, items and spells would be sick. Different effects or resistances could be applied to armors and tools. Aspects about the spell could be modified(casting speed, damage, range, homing, cost, subeffects, attack radius). What would also be cool is if you could have a familiar(owl, rat, toad, pigeon, etc.) that you can summon, that can follow you, aid you in battles, help with rituals, brews or enchanting and can possibly provide specific benefits if there are multiple different familiars.
Let’s go!!! Aia and Mana Valley to the moon!!! 🚀 Congrats on everything thus far! Trying to juggle developing a game AND documenting/narrating/editing for YT has to be a pain, but it’s amazing seeing this being built from the ground up!
watching your videos is inspiring me so much to make my own game, omg!! this looks incredible watching you create such beauty and explain what the tools all are
Holy crap dude your videos are outstanding! Really entertaining to watch. Game looks great too, I hope to continue seeing more of your content. You deserve your YT success from this series, the hard work paid off 👏
I work in pixel block textures and have to get a consistent grid. I'd recommend in the side panels that appear by pressing N, and finding the "Tools" tab. There'll be a selection for "adjust uvs" or something like that. Any adjustment in the editing viewport will adjust the uvs according
I love these. I don't develop games at all but I feel like I can pretend to know what's going on with the explanations you use. Legit quality. Can't wait to see what's next and eventually pay money for it. And then again if it gets a physical release.
For the things you said at 6:00 , when you import a model to Unity, you can see the model properties, first thing it has is a scale factor, there you can resize everything by setting it as its new default, so you don't need to change its scale in scene ( or prefabs). And my second tip, if you hold down V while in the move tool, you can snap an object by its vertex to another objects vertex, without the need to change the pivot.
Here is a tip: If you dont want your textures to stretch on very step surfaces on terrais, you have to work with triplanar projection. I've lost countless hours and nerves to make a shader that works with the unity terrain and uses that feature, but it was definitely worth at the end. Here are some videos I used to learn how to achieve something like that th-cam.com/video/8vPd2QvSn8M/w-d-xo.html th-cam.com/video/kmPj2GmoMWo/w-d-xo.html It all beautifully works with shadergraph and URP and it is highly customizable
Great Video :D Love the editing style and yes urp bugged my big racing game project to so extremly XD. subbed and love to watch more from you and your devlogs :D
Lol this was awesome lol: Down to the evil mustache demanded by some. I love the customization options you have in the game! So cute! The environment is coming along nicely too. :3
@@monkturt6404 First of all unreal engine has a source of money (both a game launching platform and one of the worlds biggest games). and uinty is in some trouble because they partnered with a company that helped people make malware/bloatware
i do not recommend starting on unity at this time. th-cam.com/video/R6xUVQKCsAk/w-d-xo.html here is a video that explains why. i highly recommend moving to godot or unreal engines
I find it so funny how you're such a good coder, can do cutscene camera management, UI and saving mechanics but you had no idea about the paint tree tool lol
Unreal: unlimited detail, movie production, realistic human faces. Unity: basic terrain editing, bad graphics presets. Sometimes I get the feeling the guys in charge there are trying to troll us. Looking good, would play :)
Men this look soooooo easy when you do it because it’s a video you just show the good part so continue working I know some thing are less fun to do but it’s part of making a game (you already knew that but it was to cheer you up)
It's easy to think it looks easy when you see the success but I do appreciate that he shows areas that he didn't get right or had to redo. The reality he probably spent a lot of hours placing trees or doing this and that to realize there was a better way and then redid it all. That's the usual work flow as a developer. I've probably redone everything in my game 3 times already haha
Can't wait to see what comes out for this game, also a quick tip: If you're struggling with placement of props for buildings and having them align and scale right, you should have a look into Houdini. It can handle stuff like that for you.
Just wanted to say how good the video looks. The game looks good too, but I have recently discovered how difficult it is to make polished dev logs and just wanted to give a little credit where it's due. Thanks for the inspiration!
There is a useful option in blender in the top right (Under shading) called "correct face attributes" you'd have to be in edit mode for it to be visible and to toggle it on it basically preserves uv's and corrects them when you adjust the size of an object
Wow, I learned so much about Unity in this video! Thank you for that. This is the first video of yours that I saw and it is definitely enough to make me subscribe :)
I never seen this channel before and I'm impressed with what you have done so far! I actually thought you had some good experience in unity! Now, regarding URP, yes you get a fairly big performance boost from legacy render and from HDRP ofc but also I think the most useful feature is shader graph, as it allows you to make your own shaders with out coding, everything is visual node based and with it you can certainly make a shader to fix your UV issue in 6:30, you could make a shader that instead of scaling textures to the object UV space, scales it to world UV, so you get the same size / tiling in any of your objects with that shader. Please note that this only works for non-moving objects! As its offset are bounded to world UV! I hope this helps!
6:15 oh don't worry that isn't your architect brain overthinking this. I just came out of a class specifically for modular environments and everything you had to change is what we were taught to do in the first place. Uniform size that snaps to the grid, pivot point in a strategic location, etc. That's how modular assets are _supposed_ to function- for ease of use.
Planting tree by hands is better than the tree painter. MAINLY because you learn performance optimisation. Its something games lack nowdays, you don't need 100 tress, you can have 20 and it will still look as nice if you use the world design to your favor. It defiently provided you with knowledge that is super usefull, make sure you don't forget what you learnt through that hard effort.
Man, nothing against Unity, it can be very powerful in the right hands and give room for a lot of freedom, but videos like this make me thankful I started developing in Unreal. Need multiple LoDs? Import your base model and auto generate 5 LoD models based on the original. And UE5, just don't worry about LoDs any more, nanite fixes all that. Assets don't align well to a grid. Unreal has lots of grid options, snap options per model, and scaling options that don't murder UVs, as well as ways to fix it all in engine. I used to waste so many hundreds of hours editing and fixing assets, and it's just so much easier now.
Make sure you download the terrain addons package as well. It's experimental but it's in the package manager and it adds a lot of features to the sculpting tools. Makes it easier than eating pancakes.
@@AIAdev Definitely do! I just triple checked and it's actually just called "Terrain Tools" and it's actually NOT an experimental package if you are in Version 2021.
This is just my option, I really think you should add the customize options after the initial start of the game, choice psoriasis is real. Perhaps just a slim selection of initial offerings.
9 months later I clicked on the video because of the thumbnail, but then when I read this comment I was outraged. I was so outraged that I have liked and subscribed.
Other than to change the snap points on your model you could have gone into the import settings for the scale. This is found on the objects mesh and allows for mutli modification (LODs).
Dude the graphics look rlly cool, like its nothing crazy but u have a chosen artstyle and within those parameters it looks rlly awesome, nice job, id love to get tips from u on my devlogs u sound like u good at this
Alright. You're just too good. You could add something where you choose specific groups of magic. Like ice and water or earth and wind, which can be altered with drops from enemies.
Wow, this looks awesome! I usually just use the built-in render pipeline too, because most of my unity projects are just for fun and practice, and I don't intend to release a finished product. But that side-by-side difference is SIGNIFICANTLY better, and also better performance? I'll definitely look into it next time I start up a project. I'm super excited for this game, just looking at the gameplay so far, it looks like something I've tried to make myself, and I feel like isn't very well represented in the current market. Keep at it, I can't wait to see the finished product! Or even a beta version :)
You should add a taming skill depending on the monsters strength the more higher your level and mana have to be for easy taming. For realy strong monsters you should add a mana siphoning effect and you should add success rates
6:10 you could resize them in blender and stuf but u cloud have juat held v and hover your cursor to what corner u want to align with another object ao i hope this kinda helps and this game does look kinda fun although i cant say that if there are a lack of floors and stairs?. Anyways like the huge progress so far keep it up.
I think it would be really neat if the pomplus, when respawning, pop out of the ground like plants. If you have olants that look similar to the tops of pomplus, they could pop out of the ground when the player is near, but be camouflaged most of the time.
A quick tip: when you've got rocky terrain that is particularly steep or has a sudden change in texture, especially "elbows" like we can see in the switchbacks at the 3:50 mark of this video, make some simple assets using the same ground textures and place them to break up the inherent softness of the heightmap. By having some of the rocks poke up out of the ground and overhang in a way that the heightmap can't, you sell the illusion of distinct materials much better and cover the transitional gradient to the grass texture, at the cost of a small number of easily-culled assets. It also helps to prevent some of the cornercases with terrain collision that are such a pain to handle, such as foot placement and wiffle-waffling states between standing and sliding downhill.
Great advice! Thank you!
Also the UVs of the terrain are very stretched in the very steep part which make the texture look a bit ugly. This is noticable a few seconds later then the timestamp above. Should try fixing the topology of the terrain there
The fact you were willing to place every tree by hand in an open world map before learning about "tree painting" tells me how passionate you are of this game, cuz that's insane lmao.
Oneshot pfp
Respectable
The dev of a dev is a interesting , insanely fun but at times the most frustrating thing you could ever encounter. That exact moment of the “paint trees” showing up … I’ve had things like this I can totally feel that pain.
Help me brother how can I full screen in Unity while using Painting trees option my laptop screen is too small 😢
I was so happy at that point haha.
I think one of the reasons you have so much support here is because of how transparent you are as a game dev. Its really neat seeing how your progress is going, things you learn and that you're already taking feedback.
Looks great so far!
I’m so used to using terrain tools in literally EVERY program that has them and knowing that painting and prop brushes and grass are all just normal expected stuff seeing someone be so hyped by something so basic is kinda heartwarming
A suggestion, put the letter floating in after the character customization otherwise people might forget it's there after spending 30 min looking at their character.
or if it's something people need to use after they have their character customizing it might be good to make it glow or have some kind of interact indication :o
"their" is possessive.
@@OrdinaryLatvian fixed...
@@OrdinaryLatvian 🤓🤓🤓
@@Muhammad_Hitler "🤓🤓🤓" - 🤓
To the best youtuber out there. you may not upload the most but when you do its always amazing...unless theyre shorts lmao. Love you and cant wait for mana valley!@!@!@!
Thanks yokey!
Yes he’s right
money!! wow!1!1!
You might want to consider posting this to the best youtuber out there rather than some random youtubers video. Thanks though!
@@Holphana you might want to consider moving to yelp where other losers will care about your opinions :D. Everyone has their favorite something and I'm sure your favorite thing to look at is rotten tomatoes reviews on movies.
Just an FYI, if you hold down the V key you can snap meshes to vertices by vertices. Not sure if you knew that or not. Game looks great by the way.
This is a great tip! Thanks!
Mana Valley has EXTREME potential, I'm excited to see what's to come!
Thank you!
I am in love with your style of making those devlogs, pacing and editing done realy well!
Again, awesome devlog. The effort you put into these is inspiring. You spent one second showing it, but I know how much time goes into every single detail. Can't wait to see more.
Thanks sypDev :) That means a lot mate
Thanks for another epic video!!! I'm really glad you're going for the hand crafted map style, I think thats definitely the right choice for the game style you seem to be going for! Its looking really good and know that you're not alone, the struggle swapping to URP sucked for me too hahaha. I'm looking forward to the next one :)
Thanks so much Erik!
I adore the loading cutscene! I know the pain of changing the rendering pipeline but it looks really good so far! I loved seeing the new update!
The intro cut scene and music gives me heavy Mario 64+paper Mario, love it keep up the amazing work
Man, this looks both really cool and adorable. It's honestly kind of inspiring.
5:06 You may wanna check on that wooden object to the right, something's up.
The game looks great, keep doing what youre doing
i know that there’s not much actual game yet, but i want to mess around with that character customizer sooo bad, the characters are so cute!
0:00 already a banger
This.. And u are- Criminally underrated bro 🙏
Love how everything looks :D The intro gave up such N64 vibes, loved that :)
Thank you!
Haven't seen much of you, in fact this is my only video I've seen and honestly though it's only 7 minutes long, it felt like 2. I was so invested in it. Can't wait for this Mana Valley! Easy sub from me
I think a magic researching system to unlock spells, tools, armor and gadgets(possibly similar to Thaumcraft’s research system) would be sick. Using spells, defeating enemies, using something to analyze enemies, boss drops and visiting locations could grant research points. Also some researches could be tied to specific goals like defeating x boss. This would also allow a smooth integration to a questing system. Furthermore leveling/enchanting of the player, items and spells would be sick. Different effects or resistances could be applied to armors and tools. Aspects about the spell could be modified(casting speed, damage, range, homing, cost, subeffects, attack radius). What would also be cool is if you could have a familiar(owl, rat, toad, pigeon, etc.) that you can summon, that can follow you, aid you in battles, help with rituals, brews or enchanting and can possibly provide specific benefits if there are multiple different familiars.
Let’s go!!! Aia and Mana Valley to the moon!!! 🚀
Congrats on everything thus far! Trying to juggle developing a game AND documenting/narrating/editing for YT has to be a pain, but it’s amazing seeing this being built from the ground up!
Thanks buddy!
watching your videos is inspiring me so much to make my own game, omg!! this looks incredible watching you create such beauty and explain what the tools all are
I kinda new that this was coming, when you check the playlist, it had a private video. Glad to see you constantly making these videos!
haha that's sneaky! Thanks for coming back!
DUUUUUDE
THAT INTRO CUTSCENE MADE ME CRY, IT FEELS SO NOSTALGIC OH GOD
i wanna play this just for that lol
subscribed
Holy crap dude your videos are outstanding! Really entertaining to watch. Game looks great too, I hope to continue seeing more of your content. You deserve your YT success from this series, the hard work paid off 👏
Thanks! That means a lot! I hope to keep getting better too!
The intro cutscenes is beautiful. It feels reminiscent to Zelda oot and I love it
The cut scene was amazing it make me feel like i was starting up Zelda ocarina of time. keep it up i love the game so far
You're both inspiring and fun to watch!
Keep it up, looking awesome so far!
Thanks so much!
I work in pixel block textures and have to get a consistent grid. I'd recommend in the side panels that appear by pressing N, and finding the "Tools" tab. There'll be a selection for "adjust uvs" or something like that. Any adjustment in the editing viewport will adjust the uvs according
Good work and good luck.😃
I need those stones from the Intro *.*
I love these. I don't develop games at all but I feel like I can pretend to know what's going on with the explanations you use. Legit quality. Can't wait to see what's next and eventually pay money for it. And then again if it gets a physical release.
thanks noves
Maybe as a producer. Aside from VA work, I'd have to hire talent and learn the intricacies of helping them work towards the same idea.
dude youre incredible its insane that youre doing this project by yourself and it looks amazing keep up the good work!
For the things you said at 6:00 , when you import a model to Unity, you can see the model properties, first thing it has is a scale factor, there you can resize everything by setting it as its new default, so you don't need to change its scale in scene ( or prefabs).
And my second tip, if you hold down V while in the move tool, you can snap an object by its vertex to another objects vertex, without the need to change the pivot.
Damn
Mana Valley is coming along so GOOODD! Keep up the good work AIA :D Also I wanna play the alpha as soon as it's out
Here is a tip: If you dont want your textures to stretch on very step surfaces on terrais, you have to work with triplanar projection. I've lost countless hours and nerves to make a shader that works with the unity terrain and uses that feature, but it was definitely worth at the end. Here are some videos I used to learn how to achieve something like that
th-cam.com/video/8vPd2QvSn8M/w-d-xo.html
th-cam.com/video/kmPj2GmoMWo/w-d-xo.html
It all beautifully works with shadergraph and URP and it is highly customizable
Great Video :D Love the editing style and yes urp bugged my big racing game project to so extremly XD.
subbed and love to watch more from you and your devlogs :D
Lol this was awesome lol: Down to the evil mustache demanded by some. I love the customization options you have in the game! So cute! The environment is coming along nicely too. :3
Game is looking sweet!
This video is brought to you by nathanonline and not motion blur
@@AIAdev truuue
THIS IS WHAT I HAVE BEEN WAITING FOR!!! MY FAVORITE TH-camR OF ALL TIME!!!!
Wait did you comment twice yokey. Legend
@@AIAdev yeeeee lmao
This game is so cool! As someone getting into Unity development, this is so inspiring!
That’s awesome! Welcome!
If you're just starting out i would go directly to unreal engine. unity is in big trouble
@@mentallyilldude3639 can you explain this more in depth I’m interested
@@monkturt6404 First of all unreal engine has a source of money (both a game launching platform and one of the worlds biggest games). and uinty is in some trouble because they partnered with a company that helped people make malware/bloatware
i do not recommend starting on unity at this time. th-cam.com/video/R6xUVQKCsAk/w-d-xo.html here is a video that explains why. i highly recommend moving to godot or unreal engines
Been looking forward to another video over your game. Love to see the progress.
Thanks Shawn! Appreciate it!
Welcome to the URP squad mate!
I find it so funny how you're such a good coder, can do cutscene camera management, UI and saving mechanics but you had no idea about the paint tree tool lol
I wouldn't consider myself a good coder :| lol
Unreal: unlimited detail, movie production, realistic human faces.
Unity: basic terrain editing, bad graphics presets.
Sometimes I get the feeling the guys in charge there are trying to troll us.
Looking good, would play :)
Dang this is really looking good. That intro scene is great. Keep it up!
Thanks Phil!
Men this look soooooo easy when you do it because it’s a video you just show the good part so continue working I know some thing are less fun to do but it’s part of making a game (you already knew that but it was to cheer you up)
It's easy to think it looks easy when you see the success but I do appreciate that he shows areas that he didn't get right or had to redo. The reality he probably spent a lot of hours placing trees or doing this and that to realize there was a better way and then redid it all. That's the usual work flow as a developer. I've probably redone everything in my game 3 times already haha
Thanks for the encouragement!
Lol this is true!
Can't wait to see what comes out for this game, also a quick tip: If you're struggling with placement of props for buildings and having them align and scale right, you should have a look into Houdini. It can handle stuff like that for you.
awesome as always I really want to play mana valley never could find games like this!
also how do i said you money
Can’t wait to play man, lookin good
Thanks!
@@AIAdev just speakin facts
You can change the model size value in unity btw
ok that intro cutscene was awesome
keep up the good work
Just wanted to say how good the video looks. The game looks good too, but I have recently discovered how difficult it is to make polished dev logs and just wanted to give a little credit where it's due. Thanks for the inspiration!
Thanks Ezra :)
There is a useful option in blender in the top right (Under shading) called "correct face attributes" you'd have to be in edit mode for it to be visible and to toggle it on it basically preserves uv's and corrects them when you adjust the size of an object
Wow, I learned so much about Unity in this video! Thank you for that.
This is the first video of yours that I saw and it is definitely enough to make me subscribe :)
I never seen this channel before and I'm impressed with what you have done so far! I actually thought you had some good experience in unity! Now, regarding URP, yes you get a fairly big performance boost from legacy render and from HDRP ofc but also I think the most useful feature is shader graph, as it allows you to make your own shaders with out coding, everything is visual node based and with it you can certainly make a shader to fix your UV issue in 6:30, you could make a shader that instead of scaling textures to the object UV space, scales it to world UV, so you get the same size / tiling in any of your objects with that shader. Please note that this only works for non-moving objects! As its offset are bounded to world UV! I hope this helps!
Amazing environment. Amazing content as always AIA!
Thank you!
Your devlogs are a huge inspiration. My channel was dead for 3 years but now I uploaded my own devlog. Mentioned you btw :)
Really nice work! Unity's terrain tool looks super useful, I gotta look into that more!
Yeah! I avoided it for a long time for whatever reason. it's really cool.
that's awersome! the intro cinematic reminds me a lot of the intro with the fairy in zelda ocarina of time
Certainly an inspiration! I think the composer I’m using is also inspired by ocarina of time.
6:15 oh don't worry that isn't your architect brain overthinking this. I just came out of a class specifically for modular environments and everything you had to change is what we were taught to do in the first place. Uniform size that snaps to the grid, pivot point in a strategic location, etc. That's how modular assets are _supposed_ to function- for ease of use.
Planting tree by hands is better than the tree painter. MAINLY because you learn performance optimisation. Its something games lack nowdays, you don't need 100 tress, you can have 20 and it will still look as nice if you use the world design to your favor.
It defiently provided you with knowledge that is super usefull, make sure you don't forget what you learnt through that hard effort.
Dam your game looks good, and your videos are awesome. Getting flashbacks from my own transfer to URP at 1:00 haha
Man, nothing against Unity, it can be very powerful in the right hands and give room for a lot of freedom, but videos like this make me thankful I started developing in Unreal. Need multiple LoDs? Import your base model and auto generate 5 LoD models based on the original. And UE5, just don't worry about LoDs any more, nanite fixes all that. Assets don't align well to a grid. Unreal has lots of grid options, snap options per model, and scaling options that don't murder UVs, as well as ways to fix it all in engine. I used to waste so many hundreds of hours editing and fixing assets, and it's just so much easier now.
I would recommend using a triplanar shader for the terrain. it gets most of the texturing done and the textures dont look stretched.
Make sure you download the terrain addons package as well. It's experimental but it's in the package manager and it adds a lot of features to the sculpting tools. Makes it easier than eating pancakes.
Ooo I’ll have to check it out!
@@AIAdev Definitely do! I just triple checked and it's actually just called "Terrain Tools" and it's actually NOT an experimental package if you are in Version 2021.
This video makes creating a video game look both pretty easy and incredibly hard at the same time lmao
what a great video. the intro camera/letter kinda reminds me of zelda ocarina of time. very nostalgic
the game looks better than what most AAA companies make!
Lol. I’ll take the compliment
This is just my option, I really think you should add the customize options after the initial start of the game, choice psoriasis is real. Perhaps just a slim selection of initial offerings.
THAT INTRO IS SO SMOOTH I LOVE IT
If you came here to say 'Role-Playing Game Game'... I baited you, and now you have to like and subscribe.
i already am so LLLLLL
I have been cursed
And I'm doing it
Done!
I came to learn… 😮
9 months later I clicked on the video because of the thumbnail, but then when I read this comment I was outraged. I was so outraged that I have liked and subscribed.
when the enveloppe enters the room, you could make the character look at it and react to it to add realism!
I like how informative this was. Definitely didn't know the terrain tool could do all that.
Other than to change the snap points on your model you could have gone into the import settings for the scale. This is found on the objects mesh and allows for mutli modification (LODs).
u did a wonderful job on that cutscene loved the movement and flow of it
thanks so much! comments like these are what keep me going on this game :)
This is great sir. Not only does it look cute but you made the performance a Gigachad
thank you!
That intro cutscene was so good
Dude the graphics look rlly cool, like its nothing crazy but u have a chosen artstyle and within those parameters it looks rlly awesome, nice job, id love to get tips from u on my devlogs u sound like u good at this
Thank you so much 😀
Awesome to see you building out the game world!
Thanks Skeffles :)
I think all I want for the cut scene is more shading and for the character to react to the envelope flying in tbh
that conversion to URP is very VERY accurate xD
The Unity engine pays by itself, with no need of a Advertising. yet it is cool to see small creators being helped by them.
I Love community of coders on yt. seeing interactions between creators. Beautiful, Uncle Stalin would be proud
Alright. You're just too good. You could add something where you choose specific groups of magic. Like ice and water or earth and wind, which can be altered with drops from enemies.
Man, what a cutscene ! Very well done, it makes me want to play this game so bad !
Thank you!
For snapping stuff, you can hold v to snap a vertex to a vertex, makes those building pieces easy to work with
ooo I'll have to try that. great tip
Wow, this looks awesome! I usually just use the built-in render pipeline too, because most of my unity projects are just for fun and practice, and I don't intend to release a finished product. But that side-by-side difference is SIGNIFICANTLY better, and also better performance? I'll definitely look into it next time I start up a project.
I'm super excited for this game, just looking at the gameplay so far, it looks like something I've tried to make myself, and I feel like isn't very well represented in the current market.
Keep at it, I can't wait to see the finished product! Or even a beta version :)
Would be cool if crafting, building, even jumping, or anything really had to be done via a spell / animation of a wand wave. To be extra cool
The game is really coming out nicely!
Thanks Usman!
that game intro looks DOPE!
You should add a taming skill depending on the monsters strength the more higher your level and mana have to be for easy taming. For realy strong monsters you should add a mana siphoning effect and you should add success rates
6:10 you could resize them in blender and stuf but u cloud have juat held v and hover your cursor to what corner u want to align with another object ao i hope this kinda helps and this game does look kinda fun although i cant say that if there are a lack of floors and stairs?. Anyways like the huge progress so far keep it up.
I could listen to you all day your Voice is very satisfying!
Also the Cutscene looks cool!
lol thanks ramper
@@AIAdev .___.
Legend of Zelda vibes, love it, and awesome devlog 👏
Amazing work! Congratulations, man!!
I think it would be really neat if the pomplus, when respawning, pop out of the ground like plants. If you have olants that look similar to the tops of pomplus, they could pop out of the ground when the player is near, but be camouflaged most of the time.
This would be cool :)
bruh this is underrated
Lol thank you!
Check That Effort
Wow Can't Wait For This Game To Go Beyond
this is very good, love the intro cinematic, gives me good feelings