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Slightly Esoteric Game Development
Australia
Приєднався 16 бер 2019
Australian game developer making games and Unreal Engine tutorials.
Happy to share plug-ins and trade labour.
Contact me via email or Discord.
Happy to share plug-ins and trade labour.
Contact me via email or Discord.
Actor Relevancy Plugin - Setup Tutorial
A plugin for starting and stopping blueprint script based on player proximity. Easy to setup in just a couple of steps and can massively improve your blueprint performance.
DM "relevancy" to Jackson on Discord for a download link.
Thanks!
Discord: discord.com/invite/ZPTeezPRVs
#unrealenginetutorial #indiegamedev
DM "relevancy" to Jackson on Discord for a download link.
Thanks!
Discord: discord.com/invite/ZPTeezPRVs
#unrealenginetutorial #indiegamedev
Переглядів: 178
Відео
Eco Ronin - Early Access Gameplay Trailer
Переглядів 223Місяць тому
About the development of Eco Ronin: When I started making Eco Ronin I had the idea in mind that I was sick of mindless games about swords, guns, and killing. The original idea was to play as a sort of "ecologically-minded samurai" where you would only use violence where necessary, and engage in other ecological activities like planting trees and breeding monsters/creatures. I implemented a whol...
Boss Battle - Lost Temple Treasure
Переглядів 1072 місяці тому
Last week I released a game called Lost Temple Treasure. I spent years on this game, and felt like I was in a flow state that lasted for months at a time. It was a real passion project. Each day felt like I was pulled up out of bed by the game itself to get to work. Ideas seemed to flow so naturally and seemed so obvious it was like the game designed itself. I also had bouts where I got so stre...
Lost Temple Treasure - Gameplay Trailer
Переглядів 2392 місяці тому
I am releasing an old game of mine! Do me a favour and give it a wishlist on Steam it is free and helps me out a ton! Steam page: store.steampowered.com/app/3279740/Lost_Temple_Treasure/ Thanks so much! About the game Lost Temple Treasure is a third person action-adventure roguelike where you play as a robot archaeologist exploring a procedurally generated temple for rare artefacts. The game fe...
One month update! (Esoteric Instinct)
Переглядів 2885 місяців тому
Esoteric Instinct is a multiplayer magic game made in Unreal Engine 5. Mechanics are loosely based on Risk of Rain 2 with a visual aesthetic like Nier Automata. But magic based with spiritual and esoteric themes! We are in early prototyping phase doing game design, character art, modelling, music, and building core gameplay systems. Aiming for a playable pre-alpha demo in about 3 months! We are...
Society is broken and games are the cure (the future of AR/VR)
Переглядів 1716 місяців тому
A look at the future of augmented and virtual reality How these new mediums will transform society Society is broken and games are more fun than ever Society will be rebuilt on gaming principles The virtual will become the new real #virtualreality #augmentedreality #gamedevelopment
AI: The software interface to rule them all
Переглядів 1516 місяців тому
A look at the future of AI AI will become the ultimate interface with machines Language models aren’t the only means of communication AI will destroy power disparity and gatekeepers More power than ever will be at your fingertips if you learn how to use it #indiegames #artificialintelligence #gamedevelopment
Overcoming meaninglessness (in indie dev)
Переглядів 1476 місяців тому
A quick riff on cycles of creativity and motivation in game development, and how to navigate the seas when the weather gets rough. #indiegames #gamedev #mentalhealth
How to stay motivated (game development)
Переглядів 1926 місяців тому
See the About section of my channel for links and sources (marketplace assets, courses, products, socials, etc). #indiegames #motivation #gamedev
Indie dev depression
Переглядів 9296 місяців тому
Life moves in seasons. Outside and inside us. We always talk about the up but never the down. Always the out and never the in. Indie game dev takes evolution on both sides - outside in terms of professional skills and inside in terms of personal alignment and motivation. Pushing yourself only goes so far. Depression will humble every workaholic. Our modern world doesn’t know how to deal with th...
Indie dev hell (my experiences)
Переглядів 5356 місяців тому
My experiences with indie dev. My clusterf*ck of a steam launch and how much money I made. The future of what I think game dev looks like for me. #indiegames #indiedev #gamedev
School vs self-taught
Переглядів 1486 місяців тому
Should you go to school or learn game dev on your own? University? Is it a waste of time? Do you need a mentor? #gamedev #indiegamedev #unrealengine
Good game design is grounded in life experience
Переглядів 2216 місяців тому
Good game design is grounded in life experience
Soul vs soul-less work (what is soul?)
Переглядів 1936 місяців тому
Soul vs soul-less work (what is soul?)
Looking for a team! -- Esoteric Instinct pitch deck
Переглядів 4907 місяців тому
Looking for a team! Esoteric Instinct pitch deck
Flying AI Avoidance And Player Chase -- Unreal Engine
Переглядів 2699 місяців тому
Flying AI Avoidance And Player Chase Unreal Engine
Converting Endless Worlds To Fixed Sized -- Unreal Engine
Переглядів 6529 місяців тому
Converting Endless Worlds To Fixed Sized Unreal Engine
Item Proximity Sensor -- Unreal Engine Blueprint
Переглядів 1879 місяців тому
Item Proximity Sensor Unreal Engine Blueprint
Streamlined Saving (And Loading) -- Unreal Engine 5
Переглядів 1,2 тис.Рік тому
Streamlined Saving (And Loading) Unreal Engine 5
Robot Man Gameplay (Precision-Platform & Action Roguelike)
Переглядів 314Рік тому
Robot Man Gameplay (Precision-Platform & Action Roguelike)
Instant Multiplayer Character Movement With 500ms Network Lag (In Blueprints)
Переглядів 1,5 тис.Рік тому
Instant Multiplayer Character Movement With 500ms Network Lag (In Blueprints)
Hey, thanks for the tutorial. It’s too late i know but what if destroyed any actor how can i save the destroyed actors?
That was really simple logic as compare to what I was thinking. Thanks a lot
Love you man, thank you
my pleasure
just so you know, this video is a banger. keep at it
@@lure3601 thanks homie
You make wonderful tutorials. Thank you! .. very edgy ;)
Title misleading, but 👍 for the ending
i buy you a cup of coffie was randomly stumblin across your channel when i was looking into my autosave system how to go about creating it yeah i guess theres more money to be made in making game than teaching game Development, i think after ue5 a lot of new people got into the gamedev it seams like when you look on the forums, yeah great talk
Great content, but please SLOW DOWN, I can't see how any human could learn from this at the speed you are going. Maybe dial-back on the caffeine intake? 🤷♀
A very approachable example that I needed right now. No bullshit approach...love it. Subscribed and will be looking through you other videos for more
@@KrisWittig-vt4vr thanks mate!
Hi! Just a couple of question please as I would like to buy this but not sure if it's good for me. As far as I understand this will follow any player pawn, right? What happens if there's more than 1 player pawn (multiplayer)? Will this detect collision obstacles or fly through objects? Thank you.
@@a.f.8172 yes it is setup to either patrol the map or chase the player pawn. No it won’t fly through walls. If there is more than one target you’ll need to tell it which character you want it to chase
@esotericgamedev thank you very much for the quick answer. I think it will work on my project then. I'll buy it and try it this next week
Thank you so much .Sir What is best practice for saving and loading system if you have attach component to component or spawn class actor ?
Should clear the distances array before the for each loop, otherwise it will only work at the start and will not update
It's already happening. All of a sudden there are no jobs for artists anymore.
I'm appreciating this tutorial, not a bot. I did have to just put you on 2x speed and go through it twice though
Getting ThirdPersonCharacter BP doesn't compile error in UE5.4.
I'd probably include projectile prediction and a random angle variance so that it isn't always accurate
Hi, Have you found a more performant way to handle this problem? I just wanted to mention that attaching the Nav Volume to the player actor might not be the most optimal solution.
awesome! how can i find music like this, which has compatible layers etc?
First of all the asset is amazing. But I have one question. I have a Main Menu that appears on top while the level is loading, since you made this great plug-in but I can't fathom how is made in the details. Is there a relatively simple way to check if and when the level streaming is done, so that I can remove the main menu and the full scene is completed? Thanks in advance and congrats for this release.
@@flaviovalenzi3D thanks mate. Yep this feature is included in an updated pack, using an event dispatcher which fires when the levels are visible. Send me a DM on discord and I’ll get you a link ☺️
On UE5.5 and decided to explore making use of data tables and this caught me out, not sure if i've made a mistake now
@@Steven.Knapman yeah blueprint structures I’ve learned can be a pain in the ass. I’ve got a project at the moment which I can’t update from 4.27 to newer engine versions because the structures are all corrupt and are used everywhere. Sometimes they’re fine but yeah sucks when they’re not
wtf did i just see
Where can I get this this code or blueprint schematics can I buy it or can you demonstrate how you made it
@@GrigoriNightDragon_imabba-p3 not publicly available at the moment but if you want to pay me for it I am open to digging it up for you
@@GrigoriNightDragon_imabba-p3 DM me on discord
Amazing work as always mate.
Just quickly, how does this affect both an AI agent and it's respective Animationblueprint. Say you run away and exceed the relevancy radius, do the AI still chase after you, or is that bound by 'tick time' in the relevancy component?
@@ThaGuyWithCake the component dispatches an event for you to start or stop anything you want on the overlap events. For example you can run or stop the behavior tree, set or clear the animation blueprint, or even spawn and despawn a character entirely
@@ThaGuyWithCake thanks so much
See the description for a download link!
You are the goat
Eco Ronin will be releasing on Steam in Early Access in about a week! If you want to support me, you can by: 1. Wish-listing Eco Ronin on Steam 2. Buying a copy on release 3. Leaving me a review! (They really help!) 4. Sharing the game / this channel with a friend Thanks so much! Link here: Steam: store.steampowered.com/app/3279870/Eco_Ronin/ (Please read the video description!)
Can the flying AI avoid obstacles as well? Or do they have to have a clear path to the target?
@@reznorthman they query for clear paths and loop until they find a spot that works
Do you still teach blueprints?
@@akatazzy yeah sometimes. Send me a dm on discord if you like and we can talk
Bro you should make real world example like forest or any environment tutorial using this plugin. For beginners it would be easy to start from scratch. Anyway extraordinary plugin 👍
@@OriginRow it comes with an example using infinity blade assets! A forest with ruins, caves, and lava biomes!
@@esotericgamedev Wow. Thank you
My guy isn't moving and I followed all of the steps. Im using 5.4
@@jacksoncabrera7236 check AI auto possess in character settings and that you’ve got a navmesh
Please read the description! Thanks!
So I bought this the other day and I'm loving it so far, but I'm just wondering how I go about putting in a seed and generating it from there on BeginPlay? I don't want to save each individual chunk and whatnot, so I've made my own minecraft-esque world system that saves each players info including teleport coords and inventories and whatnot. I just wanna put in a saved seed variable and have that be the core of the world generation, that way, each time the seed is loaded the same rooms in the same places, visited or not, are loaded, no saving of each chunk required lol
@@O_Obsidious pretty sure there is an option in there for a custom seed already. Maybe dig through the data table settings to find it. If it’s -1 it’s random each time otherwise it should consistently generate
@@esotericgamedev oh right on, is there any way to change this stuff at runtime or manually before it generates? because the seed i have is stored in the savegame, meaning i have to get it from there into the datatable (and i dont think thats possible), so how do i go about putting the custom seed in before the thing generates?
@ yes it’s possible, there is a function inside the endless world component called “init” or something and it executes on begin play. Just poke around in there and find where the seed is loaded and use yours instead of the data table
@ if you run into issues it might also be worth using Find to check all the places where the seed is referenced and make sure they are all getting your seed rather than direct from the data table
Is there any way to save the state of the world to load later or at least use a seed to match the generations every time?
@@O_Obsidious both features are included in the latest version
Worked thanks
Dude the Alan Watts intro, lol.
thanx a lot!
insanely helpful! I am definitely going to be storing my vars differently with some of these newly added tricks. Thank you!! :)
@@StevenDiLeo my pleasure mate ☺️
you didn't use AI controller at all in the tutorial, might as well just remove that part, it's more high level
Goddamn brilliant thank you for enlightment
@@jumpthe11 go forth and shine bright enlightened one
is there a way i can edit the fade in/out duration?
I think it's instant at the moment but I will update that to include a fade eventually
Will just need a Timeline to adjust the volume multiplier of the tracks rather than just setting it to full or 0
wow fast and concise, no filler wonderful wonderful wonderful
@@Bingle-finds thanks for watching
@ now that I am finished I’m researching composite data tables now for the purpose of defining spawned weapon attributes. This video was super useful to me; I am using a data table to store round timer duration attributes based on chosen difficulty
damn 0:24 interesting nice work
Thanks mate 🙏
very useful, thanks a lot
@@MTeigneux my pleasure
Done and done! fyi, if you type temple treasure into search your game pops up first on the list which is awesome. 5 years is crazy though, so much effort in this
@@ThaGuyWithCake thanks so much mate 🙏
Congrats bro!!!
Thanks mate
love all your RRM games.... and that Pasqualdo...he is a legend. keep it up!!🤩🤩
It has taken me 5 years to finally put this one on Steam XD Wishlist it here (thanks, it helps me a TON!): store.steampowered.com/app/3279740/Lost_Temple_Treasure/ p.s. I am happy to give advice for recreating and/or refactor assets from this game on request. Not always looking for money, I am happy to do labour swaps! Contact me via Discord :)
hahaha nice
@@JordanNexhip thx lol
Great explanation! I have just 1 question hope anyone can answer. At the end the behavior tree did not continue to the right status "Wait". Why not? It should continue from left to right, right?
@@hiQer selector nodes execute from left to right until a task succeeds then start again from the top. Sequence nodes execute all nodes in sequence
@esotericgamedev thanks for quick response I get it now. I will play around to get to know it better.