Amazing as always Aaron. I think you're climbing animations look great as they are - PS1 games weren't really known for their amazing character animations!
Thanks mate! that's true, maybe I should stop overthinking about animations I just feel like I could always do better with everything it really takes its toll
Hell yeah, a new video! I've been waiting for this) Upd: Damn, this was really inspirational. I'm in love with your visual style and ideas, everything looks so beautiful and mysterious that I want to enjoy every detail. It's a breath of fresh air in a world of generic locations and bland texturing.
Somehow you make the ps1 graphics look good in today's standards. Like, the player model actually looks like a person even with the ps1 aesthetic! You can see the eyes, the nose, the mouth, and all the details, but it still looks retro enough at the same time. :D It really goes to show that what makes a game look good isn't really about the graphics but more about art direction. I'd pay money to play this!
making main characters home a hub area with calm warm vibes, sunset lights in window and then at some point burning it down, turning it into a hell runway could be a nice emotional twist
Amazing, it definitely gives off Bully vibes in the school sideways-dimension but the way he holds and uses the fire extinguisher, combined with the camera angle/zoom feels like GTA San Andreas to me.
Hell yeah! the school has been compared to bully by a few people and I love it, Bully is one of my all time favorite games so It can't help but creep into my design :D
Playing through the demo right now and there's more than a bit of jank with regards to the camera when you cut to the static camera angles. In the part with the boat, I walked off camera and wasn't readily able to get back on screen. Also I hope you throw in some very retro button prompts for this. There's a few other things I could mention but with regards to the project overall, it feels pretty interesting so far though.
@@AaronMYoung It is a pleasure to watch your work. I have the impression of seeing drawings drawn by hand. And the staging, the camera framing, a treat.
You are creative as always, and I would like to ask you my friend, when will you do a tutorial on creating characters womans and men from zero and sorry for my bad English
i think this looks far better than i was expecting (i'm not a huge fan of the ps1 style for modern indie games) but i want to give you some criticism: i think that climbing mechanics hurt the game, i don't think they are necessary. i see alot of games, specially within the double A sphere, that add these uncharted climbing mechanics that frankly, add NOTHING to the game, they are just a waste of time. now i don't know how much of a waste of time they are in your game, but my first reaction as a potential buyer is that they are largely unnecessary, almost always. The next thing i think that puts me off a little is the length and frequency of these middle of gameplay cutscenes. it seems to me like there is a certain overreliance on cutscenes, albeit short ones, that also feels unecessary. this kind of control removal from the player ultimately hurts the game in my opinion, specially on cutscenes in the middle of gameplay (like the cutscene of the door opening here on the school section). some cutscenes are much lengthier than they need to be, specially on your last devlog (number 23). i think cutting down small cutscenes would reduce your work by alot and would dictate a more interesting level design. but that is just my opinion.
Everything looks grand, lad. Quick question, do you think it'd be worth it to have different animations for inspecting each type of item or in your mind would it be better to just leave it as is?
I'm tryin to get my head around ps1 style games and modeling characters. Do you seperate the "limbs" when modeling a new character or is everything "one mesh" of a model?
I want to see more of your low poly modeling from characters to environments 😊
I will try put more time-lapse in my dev logs or uploaded separately
I love the gray, dreary atmosphere. It's so unique yet also so relatable/familiar.
Man... This Devlogs just get better and better.
Amazing as always Aaron.
I think you're climbing animations look great as they are - PS1 games weren't really known for their amazing character animations!
Thanks mate! that's true, maybe I should stop overthinking about animations I just feel like I could always do better with everything it really takes its toll
Great new content! Love the fire extinguisher, reminds me of the molotov mission in GTA San Andreas.
Same
Hey thanks!
Wow! That school room gave me such Bully vibes! 👍👍
Hell yeah! Bully is one of my all time favorite games so inspiration sure crept in :D
make sure CoryxKenshin knows about this game we need to get his attention because he loves these typa games
Oh man I wish! that would be awesome!
Young Arthur reminds me of Jimmy Hopkins.
He has that tough old man look :'D
It's always nice to see your devlogs :)
Wow, this is probably one of the best ps1 style indie games Ive seen in development! Looks, sounds and feels good. Good job on the devlog as well.
Sorry for late response! that's kind of you to say!
Hell yeah, a new video! I've been waiting for this)
Upd: Damn, this was really inspirational. I'm in love with your visual style and ideas, everything looks so beautiful and mysterious that I want to enjoy every detail. It's a breath of fresh air in a world of generic locations and bland texturing.
Thanks for waiting! :D I'm glad you like my art style man, thanks for your kind words :)
This game is becoming insane!
So am I making it :O aha I'm kidding, thanks watching :)
Somehow you make the ps1 graphics look good in today's standards. Like, the player model actually looks like a person even with the ps1 aesthetic! You can see the eyes, the nose, the mouth, and all the details, but it still looks retro enough at the same time. :D
It really goes to show that what makes a game look good isn't really about the graphics but more about art direction. I'd pay money to play this!
Hey thanks! I try to find the right balance I'm glad you appreciate it!
I mean, what the hell, Aaron... That looks so damn professional! Keep it up!
making main characters home a hub area with calm warm vibes, sunset lights in window and then at some point burning it down, turning it into a hell runway could be a nice emotional twist
Hell yeah! would be quite the twist.
god i love these videos, i get so excited when i get notified. cant wait for this game!
That's kind of you to say! Thanks for watching :)
always a high point in my day when you upload a new devlog, really inspiring stuff!
wow, that's nice of you to say mate
Amazing, it definitely gives off Bully vibes in the school sideways-dimension but the way he holds and uses the fire extinguisher, combined with the camera angle/zoom feels like GTA San Andreas to me.
Hell yeah! the school has been compared to bully by a few people and I love it, Bully is one of my all time favorite games so It can't help but creep into my design :D
Banger as usual! Nice progress
i love ur videos man keep up the good work ❤
Hey thank you I will keep the videos coming :)
Top notch work again! Can’t wait till the next one.
Man, this is amazing. I am really excited for the demo!
Hey thanks man!
man I just binged this series and it made me really depressed I live n the UK. Nailed the atmosphere.
A fellow brit! I know what you are saying :'D
I really need time-lapses where you create textures, they are impressive!
I will start adding more time-lapses back I stopped recording them for some reason :D
Cant wait till this game is finsished. Good job man.
Me too :D Thanks for watching
I love your videos
Playing through the demo right now and there's more than a bit of jank with regards to the camera when you cut to the static camera angles. In the part with the boat, I walked off camera and wasn't readily able to get back on screen. Also I hope you throw in some very retro button prompts for this. There's a few other things I could mention but with regards to the project overall, it feels pretty interesting so far though.
wow, just wow
excellent
Thanks :)
@@AaronMYoung It is a pleasure to watch your work. I have the impression of seeing drawings drawn by hand. And the staging, the camera framing, a treat.
amazing video as always dude :D
i just noticed you sell a pack on unreal, will you be updating it to run on ue5 at all??
Hey thanks! It's on my to do list :)
@@AaronMYoung well whenever you get around to doing it let me know and i will buy it dude :D
wow that looks cool! what do you model your environments in?
hey thanks! I model in sketchup :)
You are creative as always, and I would like to ask you my friend, when will you do a tutorial on creating characters womans and men from zero and sorry for my bad English
It's not a priority to make a character tutorial yet but I will eventually :)
@@AaronMYoung what happened to your discord account
i watched all the videos on this project and it inspired me! i really want to play it!! will the game be available on steam?
Hey thanks! I hope to have it released on steam yup :)
@@AaronMYoung when it comes out, i'll definitely buy it!
do you have a video on making textures and the pixel art? because damn
I don't yet but I plan to make a course
How long is the story? Cant wait for this!
I'm aiming for 7 hours long... hopefully, however I won't add filler to make achieve this objective if it ends up being shorter :)
Is Project: Nostalgia gonna be available to Steam?
I will aim for a steam release for sure!
i think this looks far better than i was expecting (i'm not a huge fan of the ps1 style for modern indie games) but i want to give you some criticism: i think that climbing mechanics hurt the game, i don't think they are necessary. i see alot of games, specially within the double A sphere, that add these uncharted climbing mechanics that frankly, add NOTHING to the game, they are just a waste of time. now i don't know how much of a waste of time they are in your game, but my first reaction as a potential buyer is that they are largely unnecessary, almost always. The next thing i think that puts me off a little is the length and frequency of these middle of gameplay cutscenes. it seems to me like there is a certain overreliance on cutscenes, albeit short ones, that also feels unecessary. this kind of control removal from the player ultimately hurts the game in my opinion, specially on cutscenes in the middle of gameplay (like the cutscene of the door opening here on the school section). some cutscenes are much lengthier than they need to be, specially on your last devlog (number 23). i think cutting down small cutscenes would reduce your work by alot and would dictate a more interesting level design. but that is just my opinion.
Everything looks grand, lad. Quick question, do you think it'd be worth it to have different animations for inspecting each type of item or in your mind would it be better to just leave it as is?
Hey thanks! That's a great idea actually, I will look into it :)
epic
dude how can one learn all this. I wish i could make my own simple ps1 story based game like this.
I mainly learned from youtube videos, mainly channels that explain the many nodes of UE4
I'm tryin to get my head around ps1 style games and modeling characters. Do you seperate the "limbs" when modeling a new character or is everything "one mesh" of a model?
For me personally all my characters are one mesh, however separate limbs are great! PlayStation 1 supported both so both are accurate to the area.
Where did you learb designing characters did you know TH-cam channels that teach how to make them
Self taught mate.
Dude, you’re gonna be doing this game for 20 years?
I wish 😄 one man making a complete game, hopefully 40 years it should be completed 👍🏻
Small detaild worlds better than big an empty worlds i think and i wanna create a game lookin similar like bully but its look like impossible
Bully holds a special place for me, I wish there was another game like it!
are you using dreamtextures to texture your models?
Hey, not in this project nope :)
Demo?)))😂
Indeed :D It's coming
4:46 was that intentional lol
It actually wasn't :'D But I did notice it after I edited the video :D
@@AaronMYoungeee that's funky:)
Give me your discord
AaronMYoung#9787