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Madrigal Games
Finland
Приєднався 19 сер 2018
Indie game development, fueled by passion, powered by self-made tech.
Perfect Run in the Jailbreak game prototype
That's how it's done. If you missed the video where we look at some old prototypes I made, including this one, check it out here: ua-cam.com/video/azfABjiEZls/v-deo.html
Download the prototype from here: www.madrigalgames.com/packages/jailbreak_proto.zip
Join the discord: discord.gg/k8CxSpsCnB
Download the prototype from here: www.madrigalgames.com/packages/jailbreak_proto.zip
Join the discord: discord.gg/k8CxSpsCnB
Переглядів: 325
Відео
15 Years with a Self-made Game Engine
Переглядів 9 тис.21 день тому
Whoa, has it been 15 years already? Intro: 0:00 Tankaroo: 02:47 Orbit: 08:15 Crusoe: 11:38 King's Table: 14:09 Jailbreak: 15:28 Land Ahoy: 19:30 Hyper: 21:50 Slide: 23:15 Traction Point: 35:40 Download Jailbreak: www.madrigalgames.com/packages/jailbreak_proto.zip Download Land Ahoy!: www.madrigalgames.com/packages/landahoy.zip Ludum Dare page for Land Ahoy!: ldjam.com/events/ludum-dare/38/land-...
One Year of Game Development - Traction Point
Переглядів 3,2 тис.3 місяці тому
One Year of Game Development - Traction Point
Integrating REAPER into a custom game audio system
Переглядів 5184 місяці тому
Integrating REAPER into a custom game audio system
Traction Point - Solo indie dev making a game and wearing all the hats
Переглядів 7 тис.5 місяців тому
Traction Point - Solo indie dev making a game and wearing all the hats
Car Driving Game AI - Status Update
Переглядів 1,6 тис.6 місяців тому
Car Driving Game AI - Status Update
Various tricks for rendering Indirect Lighting in Traction Point
Переглядів 6528 місяців тому
Various tricks for rendering Indirect Lighting in Traction Point
Shell textured grass rendering in Traction Point
Переглядів 1,4 тис.8 місяців тому
Shell textured grass rendering in Traction Point
Traction Point - Gripper vehicle demo
Переглядів 48910 місяців тому
Traction Point - Gripper vehicle demo
transmission032 - comptime zig is awesome!
Переглядів 82310 місяців тому
transmission032 - comptime zig is awesome!
Making a Video Codec and Player for a game engine, from scratch
Переглядів 83711 місяців тому
Making a Video Codec and Player for a game engine, from scratch
transmission031 - messing around with node-based particles
Переглядів 276Рік тому
transmission031 - messing around with node-based particles
Making a video recorder for a game engine, from scratch
Переглядів 1,1 тис.Рік тому
Making a video recorder for a game engine, from scratch
transmission030 - creating a military/police radio effect
Переглядів 223Рік тому
transmission030 - creating a military/police radio effect
transmission029 - adding a new audio filter to Timbre
Переглядів 122Рік тому
transmission029 - adding a new audio filter to Timbre
transmission027 - driving AI system in Zig - part 4/4
Переглядів 144Рік тому
transmission027 - driving AI system in Zig - part 4/4
transmission026 - driving AI system in Zig - part 3
Переглядів 87Рік тому
transmission026 - driving AI system in Zig - part 3
transmission025 - driving AI system in Zig - part 2
Переглядів 91Рік тому
transmission025 - driving AI system in Zig - part 2
transmission024 - driving AI system in Zig - part 1
Переглядів 163Рік тому
transmission024 - driving AI system in Zig - part 1
transmission022 - porting the tire track component from C++ to Zig
Переглядів 401Рік тому
transmission022 - porting the tire track component from C to Zig
transmission021 - creating a mission through visual scripting
Переглядів 138Рік тому
transmission021 - creating a mission through visual scripting
intermission002 - level status update + plans for the future
Переглядів 161Рік тому
intermission002 - level status update plans for the future
transmission019 - riding the monorail - part 2
Переглядів 121Рік тому
transmission019 - riding the monorail - part 2
Your videos are really informative and your calm, easy-to-understand voice is a joy to listen to. Please keep making these videos and good luck with your project! Edit: I just realized what your video style remembers me of: The "Road to Vostok" Solo Dev.
Thanks! The Vostok dev is a fellow finn AFAIK. Maybe it's the laid-back mellow Finnish thing :)
you're just hurting my ego now
Some people were wondering how to beat it. Well, here's one way :) Download the prototype from: www.madrigalgames.com/packages/jailbreak_proto.zip
Some technical issues this time around. The stream properly starts at 27:00. Sorry about that!
It looks good man. The shadows are really good. I had my own engine years ago. I developed it as a learning exercise and just for fun. I have always enjoyed low-level programming. There was a point at which I wanted to develop more complex games, and I ended up leaving its development because it was too much work.
This is very inspiring, thank you for posting the video! I love that you went for 3D right away, and it's pretty cool to see the evolution of your work through the years. I have a similar process of making different games at the same time as I work on my engine, going on 5 years I think. I hope to make it to 15 ;)
That camera controller looks so fluid! How does it work?
Thanks! Which game do you mean? They all have their own camera systems.
@@MadrigalGames Traction point, I was talking about the intro sequence, do you use interpolation? I quite like all the other cameras though, specially those turns on Jailbreak (I see some of the others also have turns, not sure if they're different though).
Not sure what you mean by "turns". The intro camera in TP where it starts looking at the vehicles approaching and blends into the gameplay camera does interpolate between two cameras, yes. It runs a camera animation where it follows a spline set up in the level editor and smoothly blends to the normal gameplay camera. I also interpolate between different "normal" camera modes, eg. between the driving camera which tries to stay behind the vehicle and the orbit camera which allows the player to look around.
Hello! Which text editor are you using? :-)
Автор, вы большой молодец, потому что смогли пройти этот путь и поделиться этим. Если вдруг кто-то будет читать это из новичков, то вам не следует идти подобным путем без знания ООП и видения структуры движков. Мне понадобилось 6 лет на получение знаний программирования в университете. Возможно вы были бы продуктивнее. На ютубе есть серии роликов по созданию минимальных процессов рендеринга и логики. И в моем случае это помогло мне создать "движок" буквально за пару месяцев напряженной разработки. Сейчас, спустя год после начала работы движок готов к созданию игры. В нем нет интерфейса и только код. Но этого достаточно.
How did you do the ai cars with physics? I find that very impresive
Yeah, it's pretty fun actually. Check out ua-cam.com/video/eLyEsEVHcZY/v-deo.html and ua-cam.com/video/5U99q-BnJYI/v-deo.html
@@MadrigalGames Man, I've seen both videos now and I have to say that I really like them, I wish I had come across your channel before honestly. I say that I find it impresive because I spent years working on a hobbie RTS game with Unreal Engine 4 that had ai vehicles (with physics) as well but they were horrible and incomparable to yours to be honest and I couldn't find anything about navmesh ai cars on the internet to improve them. Since then I got frustated with UE4 and Unity and started making my own engine to make an RTS game (with ai vehicles) and seeing someone that has come across this and shared it to help others is really great.
That's interesting. Brings to mind this GDC talk about Homeworld: DoK, where they talk about how to combine a deterministic RTS simulation with physics-based visuals: ua-cam.com/video/wwLW6CjswxM/v-deo.html Best of luck with your project!
22:22 You almost had a Vampire's Survivors beforehand. That's impressive! Love seeing stuff like this. Been kinda been working on my own engine since 2023,but mostly just notes, roadmaps, and failed code. After a lot of reverse scope creep, I'm just going to use Godot 3 as a base, but will eventually customize a lot, replacing a lot of the tech stack, and making it my own. (While also still being able to work "front end" by making games in it before then)
Art looks nice, certainly a couple of tiers above programmer art.
Very interesting!
Amazing wörk!
Tänks!
I’m very curious about what software the five different colored fan blades in the taskbar are.
Very nice! You're an inspiration, that's for sure! What an amazing journey!
the graphics are looking very clean. I like that :)
Cheers, glad to hear it!
Did you start with C and moved onto zig?
Nah, the Zig code is mostly new stuff, except for a few things that I ported from C++ to Zig.
22:30 I see
@@MadrigalGames cool!
Hello! Amazing work! I was wondering if the engine is open to the public? Thanks.
Thanks! No the engine isn't really set up for public consumption right now. Eg. there are zero docs for anything. I have been toying with the idea of releasing the Zig portion of the code for TP at some point though, and some version of the engine along with it so that it can be built, but we will see...
@@MadrigalGames Oh, so cool seeing other ppl use zig for gamedev!
I've learned a lot already writing a much less advanced engine and there is much more to implement. Your games seem to have a very distinct feel to them, something I unfortunately don't see much anymore. Excellent work!
Are you xpetu?
No....? Is that a person or...?
@@MadrigalGamesyes, your voices sounds so similar, it's a different channel
Love this video . Im in the process of building my own engine . did you write your own physics library or did you use something like bullet ?
So basically even the most basic version of the engine is way more complex than anything I could even begin to fathom. That's neat.
Besides the unbelievable work with the engine, I also liked that each game had each own unique visual feeling, many developers dont have good artistic taste =P
Thanks, that's very kind (and encouraging)!
I still don't get it. if this traction point game is that very game you've been woriking on for 15 years along with your engine then I'm sorry but you could've already be done with this game if you used like any somewhat mature game engine out there
No, no, I started Traction Point last year. Or if you count Slide (as a "first attempt") then a few years before that. But yes indeed, using a premade engine would have made the whole thing much quicker. Keep in mind though that when I started, around 2009-2010, the premade engine options were much different than what we have today.
...not to mention, of course, that over half of the time making Traction Point has gone to making levels, models, effects etc, since I don't want to use that many premade assets, favoring to make stuff from the ground up. And all of that work remains even when using a premade engine.
@@MadrigalGames Also, that's 15 years of making other things that culminated into this. Making games is a type of art, it's layers of experience that make a final product. Doesn't matter if you release the prototypes you make, the things you learn along the way act as a foundation. So now you have Traction Point (which I love the looks of btw) and while it wasn't necessarily exactly what you were working on for all that time, it feels that way because all of the previous work built towards that.
This guy gets it!
I thoroughly enjoyed watching this video! (At 1.5x speed lol). Amazing dedication to work on something for this long. I can’t imagine all the knowledge you’ve acquired over that time. That last version of slider looks fun!
Ah yes, the speed setting is sometimes what you need to translate from Rambling Finnish Dude <-> Normal Person. By thank you! And yes, Slide is pretty fun. I hope to return to it some day...
Awesome work, are you using a scripting language in your engine? If yes which one and what parts of the game can you program with it?
I do! I have used AngelScript for a long time and it is used to do all kinds of things like, creating and destroying objects, reacting to triggers, sending messages between objects etc. But these days I do lots of visual scripting, eg. the mission logic is a laid out as a flow graph. Particle systems and sound effects also use this system. You can see a simple example of a mission and the authoring tools, in Traction Point, in this video: ua-cam.com/video/2XHTAsQecX4/v-deo.html
@@MadrigalGames Thanks! May I ask what are the reasons you dropped AngelScript for visual scripting and have you considered embedding Lua or C#?
AngelScript isn't dropped. If you check out the video I linked, you'll see it being used together with the visual scripting.
Lua or C# would have worked just as well. Choose one and go with it.
@@MadrigalGames Thanks very much for the insights! Do you also have a video or hints on how to make the editor ui like you did? Just wondering also was there a specific reason why you choose that framework instead of ImGui for the editor?
Loved watching! Love from Sweden
Hälsningar från andra sidan viken!
@@malvaorlova7521 im from sweden, this is approved
@@MadrigalGames Finland?
Hey, iam Aswin, i want to make a engine like u. I have a intermediate knowledge of opengl and c++. Iam already making a 2D game engine. Suggest me where should i start if i want to make engine like u!. Say like resources from which u learn.
I am afraid I don't have any such resources to point to. Like I say in the video, don't make an engine. Make a game, and let the engine get developed as a byproduct of that. The game project will have requirements of the engine and that will determine what you need to implement on the tech side.
@@MadrigalGames Thanks for your reply. It would be even good if u share some techniques such as rendering methords. Iam asking because u have many years of experience and iam a newbie, u would have already experience by trying many ways to learn all these things. I would be very helpfull for newbie like me to know how you learn all these things. U can share any resource which u might know like tutorials or etc.
Check out The Cherno and Cakez. That's where a lot of my inspiration comes from.
Привет. Вижу вы знакомы с "opengl и c++". Если ваш движок работает с ними, то советую интересную библиотеку GLM, которая бесплатна и позволяет работать с векторами. Она поможет создать 3д камеру, а в шейдерах можно будет использовать передаваемую матрицу для проекции.
Great journary. What physics engine you were using for Jailbreak and Slide? Bullet?
Earlier versions of the engine had Bullet integrated pretty tightly, and this was the case for Jailbreak. During Slide I added a physics abstraction layer which allows me to target different physics engines. At this point Slide switched to using PhysX, mostly for its excellent vehicle SDK, and the same is true for Traction Point. I can still use Bullet though, simply by loading the Bullet plugin instead of the PhysX one.
How do you stay motivated over the years to continue working on your engine?
I guess the answer is that I don't always stay motivated. But there are things that may help, such as trying to always work with a purpose. Don't add an engine feature just to add a bullet point to a feature list. Add a feature if a game/app needs it. Also, if you get burned out working on something, switch to something else. A great thing about a game engine is that there are so many different things to work on. Eg. switch from physics to scripting. From audio to input.
Hmm, if you are not in errors cycle, tutorial hell, and you getting fun what you done, and you done thinks, this is a key.
Kuuntelen juuri John Romeron "Doom Guy"-kirjaa. Ei voi ku hattua nostaa äijälle joka tänä päivänä duunaa oman enginen. Itse olen haikaillut pelikehityksen perään ysäriltä asti. Joskus päivätöihin bussilla mennessä oli printanttuna DirectX 9 referenssidokumentaatio paperille että sitä kerkesi opiskelemaan vapaa-aikana. Omia kentiä ja modeja tehnyt Doom, Duke Nukem 3D, Wonfenstein 3D, Quake 1,2,3, Fallout 3, 4 ja moneen muuhun vuosien varrella. Kirjoittanut oman 2D fysiikkaenginen silloin kun ei vielä olut Box2D:tä. 3dsMax, Blender, inkscape, gimp, adoben tuotteet. Kaikkia opetellut justiin sen verran että osaa jotain vähän tehdä. Jotenkin vaan ei ole turnauskestävyyttä tehdä mitään kunnolla ja valmiiksi asti. Joulun lomilla justiin tein harjoituksen vuoksi GoDot:lla infinite-runner tyyppisen pelin, mutta en jaksanut viimeistellä sitä tarpeeksi että kehtaisi julkaista mihinkään. (tällä kertaa opettelin käyttämään skeleton ja parallax systeemejä sekä kaikki grafiikat generoituna ohjemallisesti) Noh, onneksi kaikenmaailman "tylsempi" softakehitys maksaa laskut vuodesta toiseen.
Hyvä kirja. "Masters of Doom" on kans hyvä.
Very cool video, thank you for engine retrospective, are you still enjoying zig?
Absolutely, still feel like Zig is a good gamedev language. The language is still not stable, of course, so we'll see where it goes from here. So far it has worked out well for Traction Point.
Amazing journey in time! 🙂
Let me know in the comments if you manage to escape the prison in Jailbreak! Bonus points if you bring a guard with you in the elevator!
Here's one way: ua-cam.com/video/LAgPeJvEoeU/v-deo.html
Hey folks, Sebastian here. I am making a new game, called Traction Point, using the engine seen in this video. If you wanna know more, be sure to check out some of the newer videos on the channel! You can also hop onto the next live stream, or watch them later as VODs. And if you want to be in the know when the first playable demo releases, in the beginning of 2025, make sure to subscribe and maybe even join the Discord server: discord.gg/k8CxSpsCnB
Hey Sebastien, great inspiration here. You are doing revolutionary work I believe since these engines are not that looked upon because of web limitations. But seeing your game and work on that engine you built already did gave me other perspective. I'll be building also a game from scratch on c++, opengl and webassembly, it will take months and months of work, let's see how it goes. its not my area, I'm a web developer mainly typescript and python so this will be a blast.
Great work, keep it up! 💪
i didn't know about native webgpu, thanks !
This is as complex as it is robust. I fell in love with the game and I'm pretty excited to test it as soon as the first public build is released!
Since the Discord link posted in the chat expired, here's one which doesn't expire: discord.gg/k8CxSpsCnB
Stream begins in 14:07
I've been looking for a "Warthog game" for years and I think I've finally found it.
amazing :D
Random question but why choose c# and windows form for your dev tools instead of web apps ? Convenience ?
Web apps would be unsuitable for many reasons, since the game itself is a native executable and the tools need to integrate with it tightly. Also web apps tend to perform very poorly overall, and weren‘t as established when work on the engine was started
Pretty much what Nolram said. Add to that the fact that I don't really know how to make web apps.
Wow! Such a clever use of raymarching! I can tell that smoke is going to look amazing once it's finished.
The Madrigal Games Discord server is now open! Join the community for the very latest and hottest updates on all things Madrigal! discord.com/invite/k8CxSpsCnB
The Madrigal Games Discord server is now open! Join the community for the very latest and hottest updates on all things Madrigal! discord.gg/k8CxSpsCnB
This is really awesome, I've been following the development for a while, can't wait for a Demo! I will say though that I think the current sound design could use some work (though I might just be nickpicky since I'm a sound designer by trade myself) - for instance I think the ambient sounds right now are somewhat too dark and interior-like for the outside space the game takes places in, but that's all stuff that can be improved in the future :) By the way, have you considered setting up something like a Discord community for the game/channel?
I agree, though I am very much NOT a sound designer so I am in the phase of "I know this doesn't sound quite right but I don't know exactly why" right now. And the fact that I am building my own audio middleware isn't making the process any easier, as I don't even know if I have the right knobs yet :) But thanks for the feedback, keep it coming! And yes, a Discord channel is coming, sooner or later, stay tuned!
@@MadrigalGames Awesome! Building your own audio middleware is genuinely awesome, the currently available options are either very low-level (Miniaudio etc.) or commercial and have heaps of drawbacks (FMOD, Wwise), so something custom is great to see. If you ever need assistance with audio stuff, I'd be happy to help out (been a Traction Point fan for a while now) - can't wait for a Discord to be created :D
You don't have to wait any longer 😎 discord.gg/2WjdQZcN
c# sucks, better drop it
Based Finnish person does the job of 10 people.
No katos kun...