This is the kind of project that makes me want to forget about it so I can come back in a year and watch 50 videos in a row instead of being tortured every couple months when the new log is over
This didn't age so well. No new videos in a year. Solo devs really need to time their reveals so they can follow through. Also bigger teams *cough* Beyond Good and Evil 2 *cough*.
Have you seen the comments, though? Most of them aren't all that supportive. Here's the post for you to check out: www.reddit.com/r/gaming/comments/fleyrq/last_year_i_quit_my_job_in_hollywood_vfx_to/
Hey so I know you probably won't see this but I had an idea for the vines that grow around the ancient pillars, In your DevLog 3 You made a growing vine animation which looked spectacular but I thought to make the player feel like there is some kind of unknown ancient power going on, I thought the vines could appear on the pillars and grow as the player ran past them. Even if the vines just reacted or expanded would seem cool, it would add that small detail and it could be like you are revealing a long-forgotten power.
I would love to see some secondary animations (physics) to Lucens gear and clothes, that 10% of complexity adds like 50% to the overall feel of playing. Lookup "Animation Bootcamp: An Indie Approach to Procedural Animation" GDC Wolfire Games.
The way you break everything down really makes me appreciate how difficult game dev is. I love the style and it looks like combat has pretty good feedback. Wishlist from me!
Great video man! Your progress is inspiring! I love the work you did on the grass, very impressive, and thanks for supplying a tutorial, will be watching on the weekend! Anyways, stay awesome and thanks for sharing your progess!
I would've never thought that there would be so many graphical details that went in to this game. You know so much! Besides Lucen, how long have you been developing games?
@@KrisLucenDev But before that, what were you doing? Also, how are you able to master so many skills? Are you doing this full-time? Pardon me for the questions, I have never seen anyone on your level on TH-cam.
Really happy for you man. My game launch didn't go so well but I'm trudging forward and determined to finish the game. Glad to see your hard work paying off.
As someone who loves Breath of the wild, this game looks really good. Are there going to be lots of boss fights? Dungeons to explore? Creatures to find? Puzzles to do? That giant creature at the end looks like a fully realized element of this project, play with scale as much as you can, blow the player's mind away. I really hope this game goes well :)
the thought of a game getting the feel of having old gods still walking around right is very exiting and the bow aim reminds me of Shadow of the Colossus. I'm looking forward to watching this project moving forward, best of luck man
You got my like for the game dev tips and ideas. And for a solo project, what you have already is impressive. Keep the passion going, I'd like to see where this leads.
I just stumbled on to this video. The art looks amazing, excellent use of simple geometry and textures. So many games fail at this but you did it right.
Looks fantastic, really inspiring. It's amazing to see how much work has gone into this and how much knowledge it takes to create something like this. Outstanding stuff.
Holy cow! You do this by yourself? I thought I was being unrealistic in attempting something like this by myself. Guess I'm going to be spending quite a lot of time making a game from now on.
You should definitely give an in depth demo on the grass! Smooth, seamless foliage like that is hard to pull off, would love to see a breakdown of the shader graph
Loving the grass and dissolve effect! Lucen 2.0 looks awesome too! I've never heard of Marvelous, and it looks really useful. Honestly I not only find the game super impressive but how many different softwares you know :D Also, I'd love to hear more about your VFX history! I love watching the Corridor youtube channel, and I'd love to hear what you have to say about the industry, workflow, projects you've done, etc.
this looks beautiful... keep it up! i know spiders are place holder right now but maybe consider adding some hair to them? your particle systems look amazing on everything!
I didn't expect to watch the whole thing, it's really fascinating! I would just recommend you discuss the look of your main character with a character designer, maybe you can throw in a few more elements to give it more character and personality.
A suggestion please the world is vast an beautiful but I think it is a bit empty please add something everywhere so that player will be surprised and rewarded for exploring that can keep players engaged for hours in exploring btw the game is superrrr GooD definitely gonna buy it😊
While I know you said you're getting an animator, my one piece of advice would be for the charge attack - the charge looks cool but the release animation could be even cooler if you slowed it down and added emphasis to it. Charging just to do a fast attack right after subtracts from the effect of the charge even if it does more damage. This game is gonna be great
Once again, this is amazing! I love your dedication and how well you know what you are doing! Great job, I hope Lucen will be released successfully soon.
Another great video man!! Personally I would reduce the camera shake a lot, even remove some of it, and then keep it for those heavy attacks, to really emphasize the power.. having camera shake on every hit, kind of drowns the areas where they are really needed..
I sold my PC some time ago and i don't plan on buying another one or even playing games anymore. However your project looks beautiful and i feel like i'd love to play that game if i had the means to. That's why i whishlisted it on steam even if i probably won't buy it when it's out, that's not much but that's pretty much all the support i'm able to give you right now ;) Keep the good work going, i trust you will give birth to a wonderful game and if by chance i happen to be able to buy and play it by the time it's out, i'll definitely do so ;)
Great stuff! Actually you can avoid the issue with exporting control objects by setting 'Export Invisible Objects' in the FBX export rop/dialogue to 'Don't Export' and then just hide them before exporting. All you have to do is write a simple python script that will hide all of the control objects and run this from the render rop or set it up on the digital asset (like a render button for example that first hides them, then triggers the fbx render node, then shows them again). You can use an operator list in side of the digital asset parameters so that you can easily add any new control objects you add to the rig and reference this in the python script.
Please, remove health bars. They destroy immersion completely! Just make different model variations for enemies to show that they are injured/critically injured/dying. It's actually easy to do: create a blood mesh interlaced with the model and skin it just like the model itself. Make sure that the blood mesh (or several) have different vertex colors than the original mesh, then change the shader so that it does not render vertices with a target vertex color (set output vertex 'w' value to zero). Once the model is damaged - change the target color, so that blood meshes progressively appear. This was the hard way (to ensure that you render everything with a single draw call) - the easy way is simply to swap meshes with or without blood at runtime. Or you can do the same with textures. Or you can do the same with particles (add a blood drips particle system to an injured enemy). Pick any method - just don't show health bars - this is a dumb trend that came from MMO games and people blindly follow it. Gamers don't need to constantly monitor how much health enemies around them have. Check out how Doom eternal for a proper way to telegraph enemy damage to the player.
This is so beautiful, and it’s what I often think about when playing Breath of the wild and thinking ”this is a beautiful game, but it could be so much more beautiful if it was on a PS4” 😀 what made you postpone the kickstarter? This definitely looks like a $100.000 kickstarter project!
It’s an incredible project and you have an immense talent. The game looks really good and I think it’s only missing a good artistic direction to reach the highest standards. Like a unique identity, coherent elements and recognizable style. For the moment it’s a superb blank canvas for character designers, landscape designers, scenarists etc. !
we done m friend you did a great job,i feel inspired to make m own game ,, am a starter how long have u been dev games ,, May God reward ur efforts with success
so much devlogs but this game actually looks like a game u will buy even if you dont know any of the process of who made it , not like dani's games they could be fun but they buy it because he made them , this game actually looks like art
Looks great. One critique: the health bars break the immersion of the game. 3:58. They seem out of place. You might want to just truncate the enemies’ health bars altogether. Players can just know “oh, these boars die after two hits” (or something like that) of course, if you’re fighting a big boss, you would definitely want a health bar, but not just for little guys that you fight routinely. The players health bar can be moved to HUD. 🙂
You're right, I should have made the text more prominent that said they're placeholder :P Lucen's health bar will be top left on the HUD, and enemy health bars will be dependent on factors like you mentioned!
I disagree here just to add an alternate opinion for his consideration. Maybe have them toggleable. I get people love the full immersion approach, but a lot of people enjoy having all the info there and the game itself provide the difficulty or feeling of improv/discovery.
it's kind of obvious they are place holders, no? This game is going to remain in development for 2 years easy. All we have right now is the character and 2 enemies put into a testing environment.
@@KrisLucenDev maybe make colorful particles and depend on the colors u can see how much hp mobs have, cause just nothing would be hard to remeber for more powerful mobs
I never personally agreed with the idea that less UI is more immersive. If you were actually present in that world fighting the creatures, you would see the gashes your sword leaves, and see the amount the creature is bleeding, and the creature would limp and show other behavioral signs that it is badly injured. Your character would have a pretty good idea of how near death the creature is, and without the health bar you have significantly less information about the situation than your character, and this is the opposite of immersive. Now, if the game actually showed the gashes and blood, and changed the animations it would be more immersive than a health bar. Removing UI that is the only way the game displays a given bit of information will always make the game less immersive. It may be fine if an enemy dies in a few hits, but keeping the idea in your head that "this enemy dies in 2 hits" isn't really immersive at all. There are reasons to complain about excessive UI, but people are way too quick to claim it's about immersion. My 2 cents on the topic is that for an enemy that takes more than a few seconds(the actual timing depends on the game) to kill, the player needs some pretty unambiguous feedback about how much they are damaging it, and a health bar works pretty well for that purpose.
those grass looks so soft that i want to be a cow to eat it.
You don't have to be a cow to eat it
what the absolute frick 😂😂😂
Just become vegan
A tip: you can watch movies on Flixzone. Been using them for watching lots of of movies these days.
@Finnegan Zahir Yea, been using Flixzone for since november myself :D
Oh god, the camera movement while he runs is beautiful... Can't wait for the release man!
This is the kind of project that makes me want to forget about it so I can come back in a year and watch 50 videos in a row instead of being tortured every couple months when the new log is over
This didn't age so well. No new videos in a year. Solo devs really need to time their reveals so they can follow through. Also bigger teams *cough* Beyond Good and Evil 2 *cough*.
111k upvotes HOLY!! that's actually NUTS. Huge congrats on the success, you deserve it
Have you seen the comments, though? Most of them aren't all that supportive.
Here's the post for you to check out: www.reddit.com/r/gaming/comments/fleyrq/last_year_i_quit_my_job_in_hollywood_vfx_to/
@@walrus2515 Holy that place is a minefield. OOF
Love the Lucen character upgrade!
Me is excited
Same we all are
@@TheWeen344 *is
Hey so I know you probably won't see this but I had an idea for the vines that grow around the ancient pillars, In your DevLog 3 You made a growing vine animation which looked spectacular but I thought to make the player feel like there is some kind of unknown ancient power going on, I thought the vines could appear on the pillars and grow as the player ran past them. Even if the vines just reacted or expanded would seem cool, it would add that small detail and it could be like you are revealing a long-forgotten power.
I would love to see some secondary animations (physics) to Lucens gear and clothes, that 10% of complexity adds like 50% to the overall feel of playing.
Lookup "Animation Bootcamp: An Indie Approach to Procedural Animation" GDC Wolfire Games.
This game looks gorgeous, holy shit. Also the use of "elder god" and things like that make me extremely interested in the lore.
The way you break everything down really makes me appreciate how difficult game dev is. I love the style and it looks like combat has pretty good feedback. Wishlist from me!
You're a juggernaut of a generalist! Excited to see Lucen's evolution~
Great video man! Your progress is inspiring! I love the work you did on the grass, very impressive, and thanks for supplying a tutorial, will be watching on the weekend! Anyways, stay awesome and thanks for sharing your progess!
I'm proud of you bro!! Almost there, keep it up and you will make it!
I would've never thought that there would be so many graphical details that went in to this game. You know so much! Besides Lucen, how long have you been developing games?
Thanks for the kind words :) I've been using Unreal as a hobby since 2016, but Lucen is my first serious gamedev project
@@KrisLucenDev But before that, what were you doing? Also, how are you able to master so many skills? Are you doing this full-time? Pardon me for the questions, I have never seen anyone on your level on TH-cam.
@@MosesMatsepane On the Reddit post he showed in the video it says he worked VFX in Hollywood, which makes sense.
Really happy for you man. My game launch didn't go so well but I'm trudging forward and determined to finish the game. Glad to see your hard work paying off.
I just want to play this game just because it so beautiful ... The lighting and grass is wow !!!
As someone who loves Breath of the wild, this game looks really good. Are there going to be lots of boss fights? Dungeons to explore? Creatures to find? Puzzles to do? That giant creature at the end looks like a fully realized element of this project, play with scale as much as you can, blow the player's mind away. I really hope this game goes well :)
I see I'm not the only one who thinks of BoTW when I see plains with smooth grass with beautiful sky
asking for a whole lot really early
@@DapremiumBearZ I'm giving him ideas that he can implement later :)
Yeah this game gives me a botw vibe
I love how huge the trees are.
the thought of a game getting the feel of having old gods still walking around right is very exiting and the bow aim reminds me of Shadow of the Colossus. I'm looking forward to watching this project moving forward, best of luck man
Kris, thank you for being so honest about your workflow. You really seem to use the best tool for each job!
Wishlisted.. and wow the new character design and general traversal animations look so much better already
You got my like for the game dev tips and ideas. And for a solo project, what you have already is impressive. Keep the passion going, I'd like to see where this leads.
I just stumbled on to this video. The art looks amazing, excellent use of simple geometry and textures. So many games fail at this but you did it right.
Its come along so far since your first devblog... im so excited to what you add next
Nice to hear your success mate been watching for a while and it is cool to see you get the attention you deserve
This game looks absolutely beautiful😱 well done. Can't wait to see it on kickstarter and where it's going to go in the future.
Fantastic video! Thank you a lot for showing tools and techniques behind the scene! Jack of all trades you are
"Lucen 2.0" -Kris 2020
"Lucen 6.9" -Kris 2021
Lovin the updates man! Can't wait for the release!!!
oh wow, this looks gorgeous! beautiful shaders and lighting
I wishlisted it. I love the look of your game and the mechanics look really run
Looks fantastic, really inspiring. It's amazing to see how much work has gone into this and how much knowledge it takes to create something like this. Outstanding stuff.
OK, I'm sold. Added to wishlist and subbed! Nice work!
Im so exited
@@UnfitRuler how mature
you should exit
thanks you owen 69 also nice name
Games with such a beautiful art style like this are always an appeal to me. Looking forward for the release^^
Holy cow! You do this by yourself? I thought I was being unrealistic in attempting something like this by myself. Guess I'm going to be spending quite a lot of time making a game from now on.
You should definitely give an in depth demo on the grass! Smooth, seamless foliage like that is hard to pull off, would love to see a breakdown of the shader graph
It looks even more rich and detailed than the last time I saw it. Can't wait to see the final product and be able to play on the switch.
You deserve this, very good work!
looks great can't wait to buy it and of course play it.
I want to see moreeee! Great job! 10/10
Thanks for sharing! It looks great
Loving the grass and dissolve effect! Lucen 2.0 looks awesome too! I've never heard of Marvelous, and it looks really useful. Honestly I not only find the game super impressive but how many different softwares you know :D Also, I'd love to hear more about your VFX history! I love watching the Corridor youtube channel, and I'd love to hear what you have to say about the industry, workflow, projects you've done, etc.
how are those kind of games not more promoted ! this is what I (and many others) like the most
this looks beautiful... keep it up! i know spiders are place holder right now but maybe consider adding some hair to them? your particle systems look amazing on everything!
thanks for sharing the process!
I didn't expect to watch the whole thing, it's really fascinating! I would just recommend you discuss the look of your main character with a character designer, maybe you can throw in a few more elements to give it more character and personality.
Good work man. You are a big motivation to me.
nice one kris , i would like to get a grass tutorial tbh ,♥ thanks for sharing
As long as the game does not use a dedicated lockon key, you got a consumer right here. Looks exellent
Cant wait for this game.... This looks fantastic
So much passion!! Thank you for sharing, I'm following you since beginning
The look of this game is magical!
A suggestion please the world is vast an beautiful but I think it is a bit empty please add something everywhere so that player will be surprised and rewarded for exploring that can keep players engaged for hours in exploring btw the game is superrrr GooD definitely gonna buy it😊
Starting to look really good :)
While I know you said you're getting an animator, my one piece of advice would be for the charge attack - the charge looks cool but the release animation could be even cooler if you slowed it down and added emphasis to it. Charging just to do a fast attack right after subtracts from the effect of the charge even if it does more damage. This game is gonna be great
Great video man the new character model looks great in the world! Keep up the good work!
great vlog!! the model's neck feels a bit stiff in the animations, but honestly it looks great! the soft grass and shading gives me hella botw vibes
Thanks, this is the only motivation I needed to continue with my project, (it wasn't abandoned, I just lost faith)
looks great cant wait to play
Where the hell are these beautiful games on my steam? Wonderful job, bro. Congratz
Remarkable. Very inspirational as I work on my own project, Tempered Flames.
Thanks for your beautiful game!!! stay safe
This... is.... deep. Bellisimo... Whishlisted and Followed via Steam.
Once again, this is amazing! I love your dedication and how well you know what you are doing! Great job, I hope Lucen will be released successfully soon.
Another great video man!!
Personally I would reduce the camera shake a lot, even remove some of it, and then keep it for those heavy attacks, to really emphasize the power.. having camera shake on every hit, kind of drowns the areas where they are really needed..
I agree - I will be toning it down and there is also an option to turn it off completely
Kris - LucenDev 👍
How bout make camera shake a bit when you have a critical hit
Cause that can emphasize the power on critical hits
This looks incredible! Looking forward to seeing more devlogs!
Really solid dev log, Kris 🤘
Has a very Rime like aesthetic. Looks good
Game looks fantastic. Cant wait till the demo.
Suggestion: customize the health bars a bit.
Keep up the great work!!!
Wow, looks amazing!!! Wishlisted immediately!
Great to see an update on the game its looking amazing!
Thank god this was on my recommended, didn't hear about this game before till now, and I never clicked on Add to Wishlist faster.
Lucen 2.0 looks good! Feels right!
Looks great! Well Done :)
This game looks absolutely incredible! I can't wait to play it 😁
I sold my PC some time ago and i don't plan on buying another one or even playing games anymore.
However your project looks beautiful and i feel like i'd love to play that game if i had the means to.
That's why i whishlisted it on steam even if i probably won't buy it when it's out, that's not much but that's pretty much all the support i'm able to give you right now ;)
Keep the good work going, i trust you will give birth to a wonderful game and if by chance i happen to be able to buy and play it by the time it's out, i'll definitely do so ;)
Its gorgeous man i love t i'll buy it i was there when you started i'll be there till the end.
Great stuff! Actually you can avoid the issue with exporting control objects by setting 'Export Invisible Objects' in the FBX export rop/dialogue to 'Don't Export' and then just hide them before exporting. All you have to do is write a simple python script that will hide all of the control objects and run this from the render rop or set it up on the digital asset (like a render button for example that first hides them, then triggers the fbx render node, then shows them again). You can use an operator list in side of the digital asset parameters so that you can easily add any new control objects you add to the rig and reference this in the python script.
If you make this a more open-spaced light hearted souls like with an old gods twist I will literally shit in my pants.
'I haven't done much UV unwrapping in a long time, and I was surprised at how far it's come'
*Laughs in Blender*
Picklejho 69 didn't get the joke (not to be rude) but what are you referring to
Well done!
your game looks really cool!
“Shout our to swords and magic”
=D
I'm. Hyped.
Wow this game is beautiful
I have no clue what any of this means but it looks good!
Please, remove health bars. They destroy immersion completely! Just make different model variations for enemies to show that they are injured/critically injured/dying. It's actually easy to do: create a blood mesh interlaced with the model and skin it just like the model itself. Make sure that the blood mesh (or several) have different vertex colors than the original mesh, then change the shader so that it does not render vertices with a target vertex color (set output vertex 'w' value to zero). Once the model is damaged - change the target color, so that blood meshes progressively appear. This was the hard way (to ensure that you render everything with a single draw call) - the easy way is simply to swap meshes with or without blood at runtime. Or you can do the same with textures. Or you can do the same with particles (add a blood drips particle system to an injured enemy). Pick any method - just don't show health bars - this is a dumb trend that came from MMO games and people blindly follow it. Gamers don't need to constantly monitor how much health enemies around them have. Check out how Doom eternal for a proper way to telegraph enemy damage to the player.
I think it fits the style tho
Yeah! pls let this through to him!
I love the health bar. Gives old school mmorpg vibes. Games with them these days typically have settings to turn them off.
healthbars are way better, they just need to look nicer which they should later in the process
Was about to comment that!
This is so beautiful, and it’s what I often think about when playing Breath of the wild and thinking ”this is a beautiful game, but it could be so much more beautiful if it was on a PS4” 😀 what made you postpone the kickstarter? This definitely looks like a $100.000 kickstarter project!
It’s an incredible project and you have an immense talent. The game looks really good and I think it’s only missing a good artistic direction to reach the highest standards. Like a unique identity, coherent elements and recognizable style. For the moment it’s a superb blank canvas for character designers, landscape designers, scenarists etc. !
we done m friend you did a great job,i feel inspired to make m own game ,, am a starter how long have u been dev games ,,
May God reward ur efforts with success
This game is looking great so far we’ll done
Love it! Great work man!
I would love it and I know others would if you did a tutorial on this rig.
tbh i kinda like the old model of lucen, it gave it more a mysterious story-ish vibe, it also gave the character a more simple normal villager look.
What a legend!
so much devlogs but this game actually looks like a game u will buy even if you dont know any of the process of who made it , not like dani's games they could be fun but they buy it because he made them , this game actually looks like art
Add slow motion and a stamina bar, anyways can't wait for the game to be released
Holy crap this looks good
Looks great.
One critique: the health bars break the immersion of the game. 3:58. They seem out of place. You might want to just truncate the enemies’ health bars altogether. Players can just know “oh, these boars die after two hits” (or something like that) of course, if you’re fighting a big boss, you would definitely want a health bar, but not just for little guys that you fight routinely. The players health bar can be moved to HUD. 🙂
You're right, I should have made the text more prominent that said they're placeholder :P
Lucen's health bar will be top left on the HUD, and enemy health bars will be dependent on factors like you mentioned!
I disagree here just to add an alternate opinion for his consideration. Maybe have them toggleable. I get people love the full immersion approach, but a lot of people enjoy having all the info there and the game itself provide the difficulty or feeling of improv/discovery.
it's kind of obvious they are place holders, no?
This game is going to remain in development for 2 years easy. All we have right now is the character and 2 enemies put into a testing environment.
@@KrisLucenDev maybe make colorful particles and depend on the colors u can see how much hp mobs have, cause just nothing would be hard to remeber for more powerful mobs
I never personally agreed with the idea that less UI is more immersive. If you were actually present in that world fighting the creatures, you would see the gashes your sword leaves, and see the amount the creature is bleeding, and the creature would limp and show other behavioral signs that it is badly injured. Your character would have a pretty good idea of how near death the creature is, and without the health bar you have significantly less information about the situation than your character, and this is the opposite of immersive.
Now, if the game actually showed the gashes and blood, and changed the animations it would be more immersive than a health bar. Removing UI that is the only way the game displays a given bit of information will always make the game less immersive. It may be fine if an enemy dies in a few hits, but keeping the idea in your head that "this enemy dies in 2 hits" isn't really immersive at all. There are reasons to complain about excessive UI, but people are way too quick to claim it's about immersion.
My 2 cents on the topic is that for an enemy that takes more than a few seconds(the actual timing depends on the game) to kill, the player needs some pretty unambiguous feedback about how much they are damaging it, and a health bar works pretty well for that purpose.
Oh god marvelous designer made me artgasm. Um... thank you for showing me such a thing exists.