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Facepalme Dev
United Kingdom
Приєднався 30 січ 2022
So you've came here to be nosey and find out what this channel is about? Well aren't you a quite the little inquisitor.
Well if you must know, this is a channel about developing games, not board games but interactive moving visual images. Some smart arses like to call them "video games" though. What am I developing at the moment? Just go watch the moving visual images I've uploaded to my channel if you want to know.
I also have a kid brother, his name is Facepalme plays, he just uploads junk, so I suggest not paying attention to him. Then there is my other brother, Facepalme, I don't even know what he uploads anymore still working it out I think. Chances are nobody will even read this, so if you do, the password is "Everybody is a sandwich and so am I!".
How I came in to existence? A meteor hit God in the head and I fell out of his nostril... That's right, I am the snot of GOD and you'd do better to respect that.
Well if you must know, this is a channel about developing games, not board games but interactive moving visual images. Some smart arses like to call them "video games" though. What am I developing at the moment? Just go watch the moving visual images I've uploaded to my channel if you want to know.
I also have a kid brother, his name is Facepalme plays, he just uploads junk, so I suggest not paying attention to him. Then there is my other brother, Facepalme, I don't even know what he uploads anymore still working it out I think. Chances are nobody will even read this, so if you do, the password is "Everybody is a sandwich and so am I!".
How I came in to existence? A meteor hit God in the head and I fell out of his nostril... That's right, I am the snot of GOD and you'd do better to respect that.
Leaving Unity behind, back to learning again... [Update 1]
Rambling about starting over my Unity Project in Unreal... and well just approaching it from a completely different perspective. This project is a 'reimagining' of a Zelda-like project I worked on in the past, but the core focus is to create a combat demo to fully realise the ideas I had for the original project.
♫ Music ♫
All background music is performed by @TheConsoulsBand, an incredible band that covers video game music in various styles such as Jazz. Please check them out and show them some love!
🕮 Chapters 🕮
00:00 Do Do Do Do Do.
8:00 La La La La La.
18:00 Ze Ze Ze Ze Ze.
28:00 Bu Bu Bu Bu Bu.
38:00 Fa Fa Fa Fa Fa.
Patreon: www.patreon.com/Facepalme
Other Channel: www.youtube.com/@FacepalmeThe1st
Stream Channel: ua-cam.com/channels/zOluuJezYEM1wP4Kd0EPhg.html
♫ Music ♫
All background music is performed by @TheConsoulsBand, an incredible band that covers video game music in various styles such as Jazz. Please check them out and show them some love!
🕮 Chapters 🕮
00:00 Do Do Do Do Do.
8:00 La La La La La.
18:00 Ze Ze Ze Ze Ze.
28:00 Bu Bu Bu Bu Bu.
38:00 Fa Fa Fa Fa Fa.
Patreon: www.patreon.com/Facepalme
Other Channel: www.youtube.com/@FacepalmeThe1st
Stream Channel: ua-cam.com/channels/zOluuJezYEM1wP4Kd0EPhg.html
Переглядів: 8 223
Відео
Good Shading WITHOUT Normal Editing in Blender 3D!
Переглядів 1,7 тис.6 місяців тому
Getting good face shading for your anime characters in Blender 3D can be somewhat of a challenge. Often you'll need to use Normal Editing to achieve this, however Texture driven face shadows is a valid alternative that fixes a lot of the headaches that come with this method. This method has draw backs however it does resolve the issue of Blendshapes/Shape Keys causing shadow artifacting. In thi...
An Advanced Guide to Anime Face Shading in Blender 3D!
Переглядів 4,4 тис.6 місяців тому
Through Editing Normals you can achieve cool stylized shadows for your anime characters in Blender 3D. In this video I will show you the process of manually editing the normals to achieve this style as well as explain the downsides to this approach. Despite the downsides it's still very important to learn this method as you will have to utilize it in other parts of your model when it comes to t...
How to get Smooth Cel Shading and Outlines in Blender 3D!
Переглядів 3,5 тис.6 місяців тому
In this video I will show how to set up cel/toon shading for your 3D models in Blender. This will cover the basics of Shaders, Outlines through inverse hull and the basics of normal editing. The goal of this series is to help people create Anime models in 3D as it's very different from traditional Modelling. This is mostly geared toward Game Development, however many of these techniques can be ...
How to Texture an Anime Head in Blender 3D!
Переглядів 1,8 тис.7 місяців тому
In this video I will show how to create and edit your UVs for texturing. We'll cover modifying UV Islands manually, project from view as well as texture Vectorizing through some clever UV trick set ups. This is all intended for anime/stylized/NPR characters that use Cel-shaders ♫ Music ♫ Music titles are in the video, please pay @TheConsoulsBand for more fantastic video game covers! 🕮 Chapters ...
How to Create Anime Style Eyes in Blender 3D!
Переглядів 12 тис.7 місяців тому
In this video I show how to construct anime eyes in blender 3D, starting with the white of the eye, onto the Iris, white shadow and the eyelashes. These method is done specifically with cel-shaded or toon shading in mind, utilizing a bit of an optical illusion to let have the eye work from multiple angles and retain the hand drawn style. ♫ Music ♫ All background music is shown on screen, this i...
How to Model Anime Faces in Blender 3D!
Переглядів 3,4 тис.8 місяців тому
This time I am showing how to model the basic shape of an stylized anime character's face in blender 3d using loops to mark the key areas for good typology and volume. I show how to construct the nose, eyes ears and mark the jawline before filling out the rest of the face. ♫ Music ♫ All music titles are shown in the video, the first song is a cover performed by @TheConsoulsBand so please go ove...
How to Make Feet with the CORE LOOP Method in Blender3D!
Переглядів 7528 місяців тому
In this video I will show my process of modelling bare feet for a character base body. I am using core loops to lay out the basic shape of the foot so I can fill out the areas and get decent typology. These models are made with the intent to be used in games and are part of my 3D anime character series that you can watch in it's entirety by visiting the link here: ua-cam.com/play/PLSOngapyVi4VI...
How to Make Hands With the CORE LOOP Method in Blender 3D!
Переглядів 1,5 тис.9 місяців тому
This time I'm creating a 3D hand for my anime character series, specifically a female hand with longish finger nails. I will be showing how to set up good typology in this tutorial so that you have an easier time rigging and weight painting for animation. This model is made specifically for video games but this method can be used for higher poly work by applying subdivisions. ♫ Music ♫ Song nam...
How to Make a Stylized Female Body with CORE LOOPS in Blender 3D!
Переглядів 2,3 тис.9 місяців тому
This loop method helped me upgrade my blender 3D skills dramatically, so hopefully it can help you too! This technique can be used for both stylized and realistic art styles as well. In this video I will be modelling the body of a model for my female anime character series using the loop method, it involved marking key parts of the anatomy with loops and filling out the connecting areas. The re...
Creating a reference for 3D Anime Characters in Blender!
Переглядів 2,3 тис.10 місяців тому
This is the start of a series of videos where I make a 3D female anime character in blender. In this part I will be creating a 3D reference sheet to use as a guide for creating the model in blender. I'll draw the full body first then move on to the face, hair and finally clothing. ♫ Music ♫ ua-cam.com/video/zuyMJ9JmA4w/v-deo.html ua-cam.com/video/qnQdBqtb9Hw/v-deo.html ua-cam.com/video/uHExehDM...
Unity is not done.... Yet?
Переглядів 41510 місяців тому
Unity has posted an 'open letter to THEIR community' about their new runtime fee policy after the whole drama and backlash. Will you continue unity or will you move on? Will you ever trust them again? ♫ Music ♫ ua-cam.com/video/xZT8gA0PFGA/v-deo.html ua-cam.com/video/90ULAfU_8sU/v-deo.html ua-cam.com/video/Xcp8li738qA/v-deo.html 🕮 Chapters 🕮 Patreon: www.patreon.com/Facepalme Long Play Channel:...
Unity Is Done. So what now?
Переглядів 2,4 тис.11 місяців тому
Unity has decided to make an incredibly dumb decision this week with regards to their policies which has lit the industry and community on fire. Now they've apologised... but the damage is done. ♫ Music ♫ ua-cam.com/video/Nq91knIF_HU/v-deo.html ua-cam.com/video/o5m-NHfWwko/v-deo.html 🕮 Chapters 🕮 Patreon: www.patreon.com/Facepalme Long Play Channel: ua-cam.com/channels/zOluuJezYEM1wP4Kd0EPhg.html
More dungeon assets for my Zelda-like Indie Game!
Переглядів 1,1 тис.Рік тому
Yet another quick update on my Zelda-like Indie Game, showing off some more finalized wall assets, including an arch way, a wooden door, corner pieces and our first piece of furniture. Slowly but surely the dungeon pieces are coming together. ♫ Music ♫ ua-cam.com/video/Nq91knIF_HU/v-deo.html ua-cam.com/video/1nHZaVKNVtk/v-deo.html 🕮 Chapters 🕮 Patreon: www.patreon.com/Facepalme Long Play Channe...
Making Dungeon Assets for my Zelda-like Indie Game.
Переглядів 1,4 тис.Рік тому
It's been a little while since I've updated you on the progress. I have been taking an extended break and start of last month I returned to working on the Zelda-like project. This time I've been creating dungeon assets in blender, these consist of castle walls, floors and pillars. ♫ Music ♫ Background Music by @TheConsoulsBand ua-cam.com/video/o5m-NHfWwko/v-deo.html ua-cam.com/video/Nq91knIF_HU...
Making monsters BLEED!! in my Zelda-Like indie Game | Devlog 7 Status Effects
Переглядів 2 тис.Рік тому
Making monsters BLEED!! in my Zelda-Like indie Game | Devlog 7 Status Effects
Enemy with AI in my Zelda-like indie game! | Devlog 6 Enemy AI
Переглядів 4,1 тис.Рік тому
Enemy with AI in my Zelda-like indie game! | Devlog 6 Enemy AI
Introducing Dungeon Level Design to my Zelda-like Game | Devlog 5
Переглядів 7 тис.Рік тому
Introducing Dungeon Level Design to my Zelda-like Game | Devlog 5
Adding an Armour System to my Zelda Inspired Game | Devlog #4 (Armour & Damage)
Переглядів 2,6 тис.Рік тому
Adding an Armour System to my Zelda Inspired Game | Devlog #4 (Armour & Damage)
SLASH effects and VFX Pooling in a Zelda-like | Devlog #3
Переглядів 6 тис.Рік тому
SLASH effects and VFX Pooling in a Zelda-like | Devlog #3
Prepping for COMBAT in a Zelda inspired Game | Devlog #2 (Weapons, Inventory & Animations)
Переглядів 11 тис.Рік тому
Prepping for COMBAT in a Zelda inspired Game | Devlog #2 (Weapons, Inventory & Animations)
First Steps into making a Zelda Inspired game. | Devlog #1
Переглядів 18 тис.Рік тому
First Steps into making a Zelda Inspired game. | Devlog #1
Godot popular amongst independent game developers dude
I'm sticking with Godot Unity and Unreal you gonna have to pay half of your money you make to them
I wanna keep all my earnings instead of paying half of it to a game engine
Godot 4.3 is out Godot rising in popularity dude
You can make sht faster in godot dude what the fk wrong with people I'm gonna show yall as# you can make a good game in Godot a 3d game
10:06 Brooo, who's that beautiful lady next to the pinkhaired guy? she looks familiar
The comment section says "1 year ago" lmao
Really good video. I learned a lot. Out of curiosity, how long was the whole process without the time-lapse?
Sculpting and and using an addon for retopo would have made this way faster.
Next video
Everybody is a sandwich and so am I!
I'd like to see you model a comic book superhero/superheroine as seen in Marvel or DC for example, along with their physical assets.
ua-cam.com/video/C70nBuCVIYA/v-deo.html 👁👄👁
Amazing video. Also I've a question: in 5:27 u begin to fill area with new faces around the upper cheek part near the nose and eye. I realized that you select the vertex, suddenly move your mouse and u have already a new face which is connected to other 2 closest vertexes - how to do that/what's the shortcut for that. (Sorry if u wont understand what do I mean)
So I select the corner vert and press F, however by default I don't think you can do this. You have to activate a plugin in blender, it should be there by default, I believe it's called F2?
@@facepalmedev Oh I see, thank you. Btw, I think you should make/add a list of useful plugins which u use for making things like that (topology etc.). Unless u made already something like this, then my bad. Of course - its only my proposition.
@@thepolishparrot2922 I don't actually use many, I use a few for normal editing but that is about it. I forgot to mention F2 because I turned it on a long long time ago lol. On my normal editing videos I link what I am using anyways so.
@facepalmedev Understandable. Still tho, thanks for lil help. Now, I try to learn modeling characters from your and other guy "tutorials". Ain't gonna lie... I enjoy it even more at the moment. Still, I struggle a lot, but it's a good thing tho - topology, keeping all things in place or even connecting ears to the head (I hate it). But thanks to you and other amazing blender users, I slowly become... better. So once again, thanks. 💪
@@thepolishparrot2922 Like any skill the more you do it the better you'll get at it. You'll work out your own way of doing things too. YT is great to help accelerate your learning and get you learning the right stuff that suits you. keep at it :D
How you rig the iris so they dont go off the eye socket?
hi, id recommend adding a shrinkwrap modifier to the iris onto the sclera or white part of the eye and rigging it
Hermano muchísimas gracias por compartir esto, tengo cursos hechos de modelado de personajes pero con la técnica que me has enseñado se hace mucho mas fácil. Eres un genio
I had to switch to unreal because one idiot suggested in the last year of our career learning Unreal would be a good idea. Im not saying is not a good idea just dont throw Unreal to us from 0 to hero in the last year where ur pretty much facing the last boss with the thesis. This is from an artist perspective that made a mini game alone in 3 months in c++. Unreal animation system is way superior to the Animator controller the problem is the initial difficulty curve. Declaring variables jesus christ when u have no experience and u see those errors that dont bring too much light to the matter is just pain. Setting stuff up in the cpp is kinda easy once u get the hang out of it. Using library's functionality such as UgameplayStatics is awesome not gonna lie. Declaring Enums, delegates, arrays for me was absolute dogs***. Another thing that almost send me to the hospital due to not being able to find any solution was a function (i dont remember the name now) kinda like the awake from unity but it need to be updated manually. I was feeding values from a LookUptable and those values for some reason didn't update the solution was to move the mesh(object) in the editor and those values will update. For me that was the final straw. I compiled everything tested the game for any game breaking bug once it was done i zip it and i straight up uninstalled Unreal. I bleed for 3 months for 1 fucking subject. If u want to switch to Unreal one advice i can give u is if u are new into the game engine and u can afford Rider IDE GET IT! JUST GET THE GODDANM IDE. Is going to save you years of stress because it will tell u more specifically where the error is coming. I Wish u good luck in the grinding btw if u are starting unreal from 0 to hero avoid blueprints i know its easier but just bleed for a few weeks and go straight to c++ and use blueprints only when is necessary.
Thank you, this saved my life. I could not for the life of me figure out where I messed up my eyes. Turns out I forgot to scale the first segment for the eye socket to make some eyelids.
why not just merge to center with (M) > merge to center
Its like putting a strap suit on her body, kind of like the technic, seems to be more accurate than extruding blocks, also it seems to allow to give more detail where needed, maybe it could be good idea that once the general outline of the body is ready, to chop it off on several objects, hide them and show them as needed to edit the model piece by piece and then just merge them.
what sources u learn unreal from? that u think it helped u alot .
In my opinion it’s a totally lame excuse to stop working on a project because _maybe_ a company might take a dollar when you start earning over huge amounts. Like, no. Just say you wanted an out. Just say you and every other Unity dev wanted any excuse not to have to finish a project and that was the first that emerged.
No point investing all my time and effort to continue learning an engine that everybody is already leaving. There will be no future for the engine if everybody moves away from it, as updates will stagnate as the company loses money. I'm better off investing my time in learning the competitors, especially on a project that I'm not that far into.
@@facepalmedev Totally fair response. Good luck, Unreal is a tricky beast.
Oh wow! I lost interest in Genshin a while ago and stopped watching all the associated channels. And now that I'm getting into game dev, the last thing I expected was to find one of those creators again, doing the same thing as me XD Myself, I'm still on the crossroads between Unity, Godot and UE, currently dipping my toes into Godot as I'm observing another indie dev's development process and making mods for it to get a taste of asset creation and coding conventions. But I'm getting very slowly tempted towards UE because it does seem like the best long-term investment, despite the potential initial culture shock >.< The one thing I need to research is how to set up an external script input/modding API, because that would streamline content production so much. And it's one of the things that need to be done as early as possible to avoid a giant ball of hardcoded spaghetti later down the line >.<
Nice to see you again! I've done game dev for a while, I originally started the Genshin impact channels to take a break from it and spend my free time somewhere else. Eventually I decided to combine the two here because Genshin was then becoming the chore. At the moment I'm working on character design and that stuff so not much game making from me, but because I started a new gaming channel as well I'm splitting my time a little at the moment. 😅 Game dev can be a huge time sink for sure.
Wonder how to apply a secondary shadow to this? Like shading the eyelids while already shaded or use first shadow in that area when mostly lit
If I understand what you mean... I think you could bake it into the textures anyway? Considering you have two textures if some areas have to always be shaded you can have it the same tone on both of them. If you don't mean that, could adjusting the gradient in some way solve the problem?
@@facepalmedev You're right.I could involve a third color with ramp
I've been pondering different combat mechanics for my own dream game. There's the stamina system in Secret of Mana, which just bases damage off of available stamina instead of halting attacks. And in Rogue Galaxy blocking instantly refills your stamina gauge. An alternative would be a cool-down for different moves like a lot of MMOs have. Or you could drop the stamina gauge and only allow damage when an enemy's weakness is exposed, which many games do, including Zelda. Then there are fighting games and combos...there are a lot of options.
Have you ever thought to sell the final character for example at the Unreal or Unity marketplaces ?
Unreal seems like a more stable foothold than Godot when it comes to moving away from Unity (although I'm personally using godot since it's easy to get c# working there), so in the long term it might workout until Godot gets more polished. Also I tried obsidian and it's pretty useful for notetaking. I can also recommend trillium as well
Yeah I'm keeping my mind open with it at the moment, there is no harm in getting some understanding for both engines honestly. I've used C# for years so that transition would be easy, however correct me if I am wrong but I heard that C# isn't that fast with Godot at the moment?
@facepalmedev To my knowledge yeah, GDscript is currently faster. Although currently the difference is unnoticeable for my project
@@kurovah5475 Yeah I guess it's just when you're working with something pretty heavy that it may be noticable. I hope they improve it with time though.
7:00 you flashed us with that model mate haha
Haha, that's just footage from when I was working with Unity and Introducing armour you can pick up and wear. Perfectly innocent.
I wouldn't give up on Godot so easily honestly. Ever since 4 launched and it got a lot of funding it's been pushing forward at a crazy rate. Features are getting better and better, and it's much easier to learn the core engine. Can still use C# if you want and GDScript is super simple to get prototyping fast.
Oh no, I haven't given up on it. It's definitely something I am keeping an eye on at the moment, especially since YTers like brackey's are getting onboard. My plan for a few months is to work on character assets anyways, so I may have a look into Gadot in more depth as well. I did read somewhere that the C# integration isn't that fast at one point, but I haven't looked into it recently.
I don't even know why people start with unity, it's not even free. No disrepect, but I do generally wonder why people choose unity over unreal engine.
I'd used unity for a very very long time. Coding on Unity is way more accessible, even today. The engine is also relatively light weight, so for people making less performance heavy games it's good. Unity also had better 2D tools back then, yes you can make 2D games in unreal, but it's like using a V8 engine to power a golf caddie. All in all it depends what your goals are with your project. Unreal seems to have a higher ceiling for sure but it's floor is much higher too.
@@facepalmedev Thanks for the explanation. 😁
One thing i've seen non-devs theorize AND also seen actual indie devs confirm that it has worked for them is: they have the big project in mind as long term goal but the small games they do have element or elements from the big game they are learning. Like.. lets take that Zelda-like you are planning. What it might need is platforming, combat, story/narrative (either text or enviromental), probably puzzles and/or item menus, bosses and massive world (open, linear or path-based). So what you can do is a small scale game that has combat and maybe one of the other elements i listed. Then next you could make puzzle game. Or practice storytelling/narrative either in visual novel or walk simulator or somekinda platformer that has enviromental story telling (can have combat but many of these games also have weak character that can't defend themselves.. up to you/the story if your character can/needs to be able to fight back)... etc etc etc. Make smaller games with these elements so you learn them. And then make big game where you mostly just combine the knowledge what you already know. Yes making big game is different from making smaller ones as you need to have all strings connected. You need to be able to smoothly move information from one place to another (like save the inventory or how scenes change but remember which part of quests you are currently doing or how enemies spawn after fast travel/death or should already killed enemies stay dead etc etc etc). In the end you decide what you want to do. Just wanted to put it up there for consideration/as an option. Both for you but also for potential random comment reader. Good luck with your projects!
I'm really excited about this new project, and I can't wait to see where it goes! And its great that you are loving Unreal, I just want to note though that Unity also has built in character controllers to get started quickly, you just have to download the packet al a carte style.
Yup I'm aware of Unity's character controllers, I've also purchased 3rd party ones in the past. Unreal's character controller just generally feels better off the bat though.
Never have I felt so exposed while watching the way you process and think through things haha!
I love rambly videos. Welcome to the Unreal community, friend.
He back, And he doing game dev-log
Visual Studio Community is free. The only caveat is you have to create a "microsoft account" and sign in.
I really loved the part of the video that talked about : ze ze ze ze ze ze
main roadblock with unreal, scope creep. As soon as i learn something new i get so lost in trying to do more and more that i overload
hey since when did visual studio have a time limit?
@@thelionszen3352 People have said I am probably using the wrong version, so I need to look into that.
@@facepalmedev idk i try to stick to the free stuff myself
visual studio community is totally free and is more like the pro paid version , i am using it for years now . you just need to create a free ms account in order to use it without a time limit
Yeah I need to look into this, I may have the wrong version installed. I just get told I have 3 month trial basically.
Alternativ to C++ is Angelscript. No wait for compile and no need to write silly header files.
I've been told you can reload C++ as long as you're not modifying your header file, so that may help alleviate a lot of the down time for me. Not looked into angelscript but maybe it'd be worth me having a look into it too. 😅
When a project is too big, it just mean it can be broke down into smaller project that are step to the bigger project. Make the coffee version, then continue the next step into the next project and so on.
Yup I agree, being able to perceiver is the hardest challenge I think.
@@facepalmedev solution: find project that are simpler that your current, implement that instead. Seeing example bypass the perfectionist brain. Like there is gale with just a single attack and repeating dungeon and that's enough, for a coffee break.
Nice video, watched it while playing Phoenix 2 on phone. Im still a unity boy but the switch seems inevitable
No harm in learning some of the other engines out there to get a bit more perspective on how other engines do things. Unity is a great engine still, so I don't begrudge anybody who wants to stick with it, I hope they can pull it back and somehow create some good will after the screw up.
i mean... making 100k in revenue before you have to pay anything to unity is not bad at all lol, people keep panicking about the controversy unity does but forgets that the engine is actually amazing, and handles so much math and physics for you... most game devs don't even make it to 4 digits in sales xd, if you already already close to the 100k profit, then great, but idk, people over reach and hop on the hype train so easily.
That isn't the problem with the controversy. The problem is when it affects those making over that much money, they will all migrate to other engines, meaning less resources for Unity to work with to continue development. It was done with the mindset of short term gains, but in the long run, it would obviously be detrimental, especially with so much competition out there now. It was obviously a targeted move against the F2P games made on the engine that were racking in big bucks. In the end Unity reverted the changes because, quite frankly the backlash was insane. Even if you were making way below 100k, you'd still be affected in a big way. What they tried to do was ridiculous and I don't see why anybody would underplay it with such logic as "Dw you'll never meet the threshold'. Even if you make $10 on your game, you'd still be affected by such a dumb change in policy. Not to mention that many games, (like Lethal Company) become over night successes, and all of a sudden they'd be wacked with massive fines from Unity. It could happen to any developer, even a solo developer, yes it is rare but it does happen.
Also not all about the money, but the principle. If they felt comfortable doing that once, they will do it again, except maybe next time the small devs are the ones affected.
@@hectormejia499 my point is that Unity shouldn't be free because it gives you everything: physics, multi-platform support, easy multiplayer setup, HD graphics, AI pathfinding, VR/AR support, regular updates and more. Without it, we wouldn't have so many indie games! Unity lets any programmer, even without math knowledge, create games. Could you create your own game engine and physics? I am pretty sure that 95% of unity users can't, I surely can't I've seen apps that do a lot less charge thousands, like a warehouse app that just keeps track of inventory and costs close to hundreds of thousands.
@@hectormejia499 Unity shouldn't be free at all. It does so much for you - physics, multiplayer, VR/AR, multi-platform (Xbox, PlayStation, etc.), HD graphics, AI pathfinding, animation, and more. Unity lets anyone create games with basic programming skills and zero math knowledge. Honestly, could you make your own game engine? I bet 95% of Unity devs (including me, and I'm a software engineer) couldn't do it. I've seen apps that do way less, like a warehouse inventory app, charging thousands of dollars just to keep track of inventory. Unity offers so much more, and it’s crazy that it's free.
very excited to see what you do
Glad to hear it 😅 Expect to be disappointed!
just left unity for Godot.. its actually quite enjoyable to start again.. now having a basic understanding of how to put games together, learning happens much faster. yeah the open source was the selling point for me, i have high hopes for it and i feel it is going to progress really fast
I hear going from Unity to Godot is a lot more straightforward than Unity to Unreal. I don't know how true that is though! 🤣 I'm still super open about trying Godot, especially now you have people like Brackey's making videos for them (His videos helped me get started with Unity way back)
I am in the same boat!! I abandoned my unreal engine project and I have rebuilt it in bevy and I am very happy so far !!
I hadn't encountered Bevy before. What kind of project are you working on?
dont forget to get you may free assets. there is a grabbing item pack that is free this month!
I’m doing the same. Want to make a game like zelda. But I’m new to scripting and it takes a lot of time to learn blueprint. Level design, modeling and things like that is what I’m good at. Would you be interested in collaborating?
I don't plan on collaborating with anybody right now but doesn't mean I'm not open to the idea in the future. Sometimes it's worth sticking to what you know and getting real good at it. I tend to do a bit of everything so I'm not particularly good at one thing. 😅
Welcome to the club.
In the end is good to know a bit of each. When I've learned a bit of UE it made me a better unity dev and when I evolve on unity, a lot of high knowlodge acquired is tranferable to UE. My issues with UE are the points you already made. Compiling and editor peformance are not great even on great machines or at least to those used to godot/unity but there is alot of gains to have on using UE too.
Yup I think it is good to be able to switch between them. I've found I could transfer a lot of knowledge over from unity fairly easy, the problem arises when you expect it to work one way but it works slightly differently. Once you get over those hurdles and understand how they're different it's no big deal.