It's amazing that a solo developer can achieve this quality for animations! Seeing how the player is perfectly animated for the shadow I kept thinking throughout the video that it would be really cool to have a replay system where you can rewatch how you beat the level but in third person with a free cam. It could also lead to a lot of user generated content in terms of TH-cam videos, Reddit gifs that spread word of the game.
That’s actually a great idea! The reply view could be split among several security cameras throughout the level, and maybe include a drone-view camera around the player or something. However, that’s something I’ll have to look into later.
I cant wait to play this game man looks so much fun. Just remember to make the skill gap big and make the maps in a way where difficult movement combos will benefit the player
This was super informative thank you! Thats good to know that motion matching works for a game like this. I thought it was more for third person games. I would love to see a more in-depth tutorial on how you achieved the parkour system and animations. I'm learning to make games in c++ right now and this game is already very inspiring.
Looks good, traversing around looks really smooth and fun!! I'm studying gamedev and we work in Unity with C#, 3D character animations are a real pain.
Mutable does the baking you talked about. Some downsides are it takes a little bit of time, and you can't share parts between different models... so if you need to run on a low memory system or want to load characters on demand, you will have to cover the loading time somehow. If loading at load time and you only have a few characters or you have control of the enemies location you'll be able to manage those issues more easily (ie in this zone load this outfits and unload these ones).
@Carlcadium I Think it's not even the Fov but rather how close the weapons are to the camera. I would adjust the animations to have them a little further away or somethin
Nice video, I just have one thing that bothers me, the gun is too close to the camera or is just too big in your hands and takes up a lot of the screen. Aside from that little nitpick the game is looking really nice, keep up the good work.
The parkour mechanics are nice, but realistically, players won’t make much use of them. If this game were third-person, similar to Assassin's Creed, it might work better. However, since it’s an FPS, all you really need to do is shoot enemies in the head there’s no real need for all the flashy parkour just to take down an enemy.
I think level design and maybe some enemy design would help. Maybe if they’re robot turrets and you have to parkour behind them to their weak point, etc
@@GastonGock Maybe, but by doing that, you are turning parkour into more of an annoyance than an enjoyable mechanic. This is why FPS and parkour don’t mix well parkour works better with characters focused on melee or stealth kills,where you need to get close to enemies.
This is a very interesting topic! And challenging. I do have ideas for how to make the parkour elements blend into the gameplay without feeling like a chore. Hopefully, it will turn out as good as it looks in my head haha
You don't want any thing to do with bs sky it is associated with many people gamers are actively boycotting. If you want your game to sell I'd suggest you remove the mention of it at the end of your video and from description.
It's amazing that a solo developer can achieve this quality for animations! Seeing how the player is perfectly animated for the shadow I kept thinking throughout the video that it would be really cool to have a replay system where you can rewatch how you beat the level but in third person with a free cam. It could also lead to a lot of user generated content in terms of TH-cam videos, Reddit gifs that spread word of the game.
That’s actually a great idea! The reply view could be split among several security cameras throughout the level, and maybe include a drone-view camera around the player or something. However, that’s something I’ll have to look into later.
1:06 homunculus jump scare
Accidental nightmare fuel
Super cool my dude.. keep it up.
Thanks, appreciate it
I cant wait to play this game man looks so much fun. Just remember to make the skill gap big and make the maps in a way where difficult movement combos will benefit the player
Thank you!
This was super informative thank you! Thats good to know that motion matching works for a game like this. I thought it was more for third person games. I would love to see a more in-depth tutorial on how you achieved the parkour system and animations. I'm learning to make games in c++ right now and this game is already very inspiring.
Thanks! Yeah, I might do some longer, non-scripted videos in the future where I explore the project a bit more.
Awesome video, man. Love the aesthetic! Looking forward to the next!
Glad you enjoyed it!
For combat, a cool mechanic could be while sliding you can kick enemies maybe knock them back or stun them
Maybe! There will be some melee combat later, but the current plan involves primarily bats and blunt weapons
Looks good, traversing around looks really smooth and fun!! I'm studying gamedev and we work in Unity with C#, 3D character animations are a real pain.
Thanks! Yeah, 3D character animations are definitely a big challenge. Good luck with your studying!
Amazing work looking forward to more updates
Thanks, I appreciate it!
Project looks pretty cool! I think if each goon had a different color shirt or some way to tell them apart would add to the immersion!
Thanks! Yeah, I plan to have a lot more enemy variety later, including some outfit changes for the standard goons
this looks really good looking forward for the upcoming updates
Thanks!
Looks nice good luck with your Dev.
Thank you!
you should make the gun have a long reload, forcing players to use parkour and traversal attacks (like mirror's edge catalyst) in the meantime.
Haha I'll think about it!
Mutable does the baking you talked about. Some downsides are it takes a little bit of time, and you can't share parts between different models... so if you need to run on a low memory system or want to load characters on demand, you will have to cover the loading time somehow. If loading at load time and you only have a few characters or you have control of the enemies location you'll be able to manage those issues more easily (ie in this zone load this outfits and unload these ones).
Thanks for the info! I’ll look into it more to weigh all the pros and cons.
Super impressive!
Thank you!
So nice Video! I enjoyed it very much.
1. Tipp for editing, the sound effects like at the End from the "phases", are a bit too loud
Thanks! Ah I'll try to normalize the volume a bit better on the next one, thanks for pointing that out
@Carlcadium Ofc :) Keep making videos like this if you like, i realy like the kind of videos :))
Would be cool to see some of the technical stuff on the weapon sway. I've been working on my own but I'm not very happy with the results
Might do a more in-depth video on it later. But something that gave mine a big boost was making it a spring motion. So basically, more bouncy.
Wow!
You should try making the FOV bigger to make the game feel more faster and paced
Thanks for the feedback! I'll have to experiment with that. Current default FOV is 90, with a slight change while sprinting and sliding
@Carlcadium I Think it's not even the Fov but rather how close the weapons are to the camera. I would adjust the animations to have them a little further away or somethin
@nitewriter7 Ah yes, I think you are right about that. I will have a look at that
youtube randomly recommending me gems
Glad you liked it!
my only concern is that the hand and gun are too close to the camera. The game looks fun keep going
Yup, totally agree. This is currently on the top of my todo-list. Thanks for pointing it out!
Nice video, I just have one thing that bothers me, the gun is too close to the camera or is just too big in your hands and takes up a lot of the screen. Aside from that little nitpick the game is looking really nice, keep up the good work.
Thanks, appreciate it a lot! Yeah, I've had a few others comment on the gun being too close to the camera. I'll definitely take a closer look at that.
NIIIIIIIIICE!!!!!
Haha thanks!
Broadcasting* @ 1:40 :)
Ahh wops, thanks for pointing it out!
If this game isn't bygger than mincraft in a year, I will donate my spleen to science.
Better start drafting that donation form
@Carlcadium No, I believe
Would like to swe a dhotgun in this game its awesome will follow it progressing
Thanks! Yup, a sawed-off shotgun is coming up in the next update
im looking to add turn in place animation to my game i tryed searching for a tutorial but cant find any good you have any suggestion?
I found a great tutorial on this by a channel called Ask A Dev
can you make a tutorial how to make a game like this ?
I might do some shorter tutorials in the future
@Carlcadium tx
Make the game like gossamer gossmart matrix game
Haha..
The parkour mechanics are nice, but realistically, players won’t make much use of them. If this game were third-person, similar to Assassin's Creed, it might work better. However, since it’s an FPS, all you really need to do is shoot enemies in the head there’s no real need for all the flashy parkour just to take down an enemy.
I think level design and maybe some enemy design would help. Maybe if they’re robot turrets and you have to parkour behind them to their weak point, etc
@@GastonGock Maybe, but by doing that, you are turning parkour into more of an annoyance than an enjoyable mechanic. This is why FPS and parkour don’t mix well parkour works better with characters focused on melee or stealth kills,where you need to get close to enemies.
This is a very interesting topic! And challenging. I do have ideas for how to make the parkour elements blend into the gameplay without feeling like a chore. Hopefully, it will turn out as good as it looks in my head haha
Right, maybe the parkour should slow down time to make some use out of it. Like parkour version of Max Pain
This guy never played apex
THIS LOOKS AMAZING but the gun model ruins it for me it looks low quality compared to everything else and doesnt fit , its to cartoonish and chunky
Thank you! I think the model fits pretty well, but as others have noted, the gun appears too close to the camera, making it look a bit off.
Brink if it were good
Haha ahh Brink..
The gun is way too huge its taking up too much space in the view.
Yup, as someone else pointed out, I think it's too close to the camera. I'll have a look at it. Thanks for the feedback!
You don't want any thing to do with bs sky it is associated with many people gamers are actively boycotting.
If you want your game to sell I'd suggest you remove the mention of it at the end of your video and from description.
Sounds like you are thinking of twitter.