WOW!!! I cannot wait to play this, it looks awesome. You have clearly been putting in the work, you WILL reap the rewards. You got this, keep it up brother.
I’d advise decoupling your interaction and action-effect solutions in the future. Both should be static data object types. They’re often used in tandem, but don’t need to be. For example, interactions and dialogues could invoke the same functionality, and even reference utilize the same instance of a mass-editable data object that defines the effect. Just a thought! Hope this helps. Great job on this gameplay loop.
you are really cool guy. Keep working on this game pls. So many potentially good games of different youtubers were closed before release. I want to see your game released!
For version control you usually want to focus on committing code, configuration files etc and if you need to then exclude the rest of the files like textures, meshes, sounds, etc. Separate to version control you would then backup the rest of the files (well all of your project) to at-least 2 different separate locations such as a USB/NAS drive + offsite backup to say OneDrive/Google Drive/BackBlaze along with checking they are working / syncing atleast once a week (maybe just do it as part of your initial steps before starting to develop for the day).
I've decided to have local backups, backups on an external hard drive, and backup necessary files on github lfs for version control. Thanks for the pointers though!
Yea. The project was amazing but it's sad to see what happened. I'll probably never reach the level of graphical fidelity in a game like arcadian rift, but I'll try my best to create a fun and exciting game :D
Oh yea, I know. The guy behind the project was a terrible person, but the project itself was great. My comment did sound a little weird though (like I was sympathizing for him).
Git LFS is an extension to git for large files. I've never used it, but it came to mind when you mentioned the problem you were having with large files
For the version control, you only need to save the asset folder, the project settings and the packages. When you will open the project, unity will automatically generate the rest.
I know! My biggest problem was that my assets folder was 3.5gb and git LFS maxed out at 2gb. I've found a solution involving exporting scenes with their dependencies and saving that! I've also got local and external backups of the entire project :D
@@theunityguy_yt I find weird that Unity DevOps (Plastic SCM) doesn't work for you : it's my go to for any project. On top of that, they have 5Gb free for any organization and a lot of optimization is done on the back so that a project with 10Gb will be saved on the cloud for far less (less than 3Gb if I recall a project I dumped on their cloud). You should really dive into it.
Nice to see other people develop somewhat familar games as myself and even with the same platform. Your game is far prettier than mine thought, really nice atmosphere!
the fact that every thing in the game is black and white, exept for the nature ellements realy makes a nice contrast. I don't know if this is intentional but if it is, you are a genius bruh
Yep. Part of the level design was actually studying beautiful color combinations. I've spent like hours just playing with materials and shaders. Happy you like it :D
You could improve the custom editor for interactables by using a enum with the flags attribute instead of books. Progress looks really nice keep it up!
An even cleaner approach would be to split things into multiple component, e.g. have an interactable base class and then derive the different types like door, holotable etc. from it. If you need to combine multiple functionality just attach multiple components to the game object. But that's me talking as a software engineer, you do what ever works best for you. Game's looking nice so far!
I actually thought about doing that, but this just feels easier. Having the same script control everything just makes creating and using interactables super easy. I could've split it up, but I've done that before and just wanted to try this as a new approach :D Thanks for the comment though!
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence. Keep up the good work! Cheers.
Thanks! About the growth aspect, I'm actually not currently willing to spend money on plans to promote the channel. Although that would be great, I'm not in the position to spend any money. If I ever do change my mind though, I'll be thrilled to contact you!
Wouldn't abstraction be a better design pattern for interactables? Have an interactable base class with some base values, then create some sub classes for each interactable that have their own unique values or functionally
It's beautiful. I usually don't like shooters but I'd wishlist it if I could (saw no link to the steam page) I'd also really love to write music for it but I think you already have a composer
Thank you. I actually plan to setup a steam page sometime in the future but that hasn't been done yet. About the music, I'm actually developing solo, but I want to try and make the music myself (a learning experience). In the case that I'm unable to make good music though, I'll definitely keep you in mind :D
@@theunityguy_yt Thanks! I'll sub to make sure I'll get notified. Might also try to find you on discord later to send you a piece or two of mine so you'll have a taste in case you decide that you do need a composer. Great job on being a solo dev, your game looks stunning.
Interesting you mentioned version control. Personally I use GitLab with Jenkins on a dedicated machine that I have running 24/7. When I was working at a game studio we used SVN and the repos were at around 200Gigs. Is your game more than that? I'm guessing textures and models are the culprits here, you can always checkin only the src code and/or mount the models/textures on a separate volume. That's how I CI/CD the whole thing.
Oh, my project is actually only 3.5 gigs (asset folder). Maybe, I've misunderstood how version control works, but don't worry. I solved the problem by only backing up the necessary files in the project. You can export scenes with their dependencies so I just exported the game scenes and backed those up :D I was just wondering, to do your method, do I need a dedicated machine (I don't). Thanks for your comment btw :D
No. Your camera is in a fixed position and the player character itself is disabled. Nothing will move until you exit the system. Hope that answered your question :D
bro i love your work and i want to stay to know update progress of your game , but the discord link you provided seem broken , i can't join through your discord link :((
How does this have anything to do with your game loop? This is a mission and weapon select. What is the objective of your game and the core game mechanics that makeup the majority of gameplay?? Thats your game loop.
Well it essentially allows, player to go on missions, collect loot, spend loot and go on more missions? The next part is making enemies. Hopefully that answers your question :D
yep. I think the free version is 2gb and my assets folder alone is 3gb. No need to worry though because I figured that i'll just backup the dependencies of each of my scenes backing up the bare minimum which fits within the storage requirements :D Thanks for pointing it out tho!
I know this bright, white look is what you're going for but in my opinion it's hard to know what's important or what's just part of the world. There's just no contrast at all and everything seems to blend in together. Maybe tone down the overall brightness of the game world and keep the brightness the as is for the points of interest? Love what you've done so far, sub earned!
Great point and it's actually something I've been planning for the future. I'm currently focusing on actually creating things like enemies, interactions, and points of interest and for that reason, I plan to differentiate them from the environment later. For example, the enemies will have a red, white and black color scheme which clearly separates them from the environment. I'll try and do a similar thing with the rest of the environment. Thanks for pointing it out :D
actually gonna make a vid about it. Did a bunch of research and found out that there's a lot of shady things behind the scenes as well. This is a long term thing, but I plan to learn, and eventually switch to unreal but this will happen after I finish developing my current game (i.e. in a few years) :D
5:26 instead of using bools to determine the mission type, why not use enums? (assuming that missions can't be of 2 types such as both an AI Base mission and an Abandoned Ship mission) Edit: I scrolled down in the comments and realized someone said the exact same thing already, sorry! The game looks great so far, have fun with the project! Excited to see where it goes.
No problem! Actually, I've been working on enemies, and I've been using enums in many places in the creation of a modular enemy system. I'll showing it off next vid, but thanks for the feedback :D
Thanks! I might not go in the direction of zombies (I've already written the story) and because I hate the look of low poly human characters (I can't model good humanoid characters). Thank you for the comment though :D
The last one was an old video that I just decided to upload. Yea, it's definitely a bit trippy. This is the first proper devlog in around a month. The other ones were either old videos or ones I made for fun. I'm definitley not that fast at editing lol
Sadly, I don't think so. Sorry about that. I just don't think it will play well on mobile and it is also something I haven't really had in mind for the game. In the future though, if I decide to expand the game to other platforms, I'll definitely look into a mobile release :D
yea ik. I actually didn't know that there was such a bad connotation associated with unity when I started. I also just wanted to learn which is really easy in unity considering the amount of tutorials :D
I just released a new devlog about enemy creation here: ua-cam.com/video/zh4KNWGEVWg/v-deo.html&ab_channel=TheUnityGuy
The aesthetic part has certainly been achieved and I love where the project is heading. Waiting for the next devlog!
The game looks awesome! Seeing your Mission System maybe you could consider making Missions scriptable objects. Keep up the good work!
That's a good idea. I actually like that more because having hundreds of missions will make a busy and congested inspector. Thanks for commenting :)
Cool art style
Thanks :D
Bro, this game is going to be awesome!
That's definitely part of the plan :D
WOW!!! I cannot wait to play this, it looks awesome. You have clearly been putting in the work, you WILL reap the rewards. You got this, keep it up brother.
Thank you so much! 🥰
I’d advise decoupling your interaction and action-effect solutions in the future. Both should be static data object types. They’re often used in tandem, but don’t need to be. For example, interactions and dialogues could invoke the same functionality, and even reference utilize the same instance of a mass-editable data object that defines the effect.
Just a thought! Hope this helps. Great job on this gameplay loop.
Interesting! I'll totally look into doing that :D
Wow this looks amazing! I cannot wait for this to be released.
Thank you!
you are really cool guy. Keep working on this game pls. So many potentially good games of different youtubers were closed before release. I want to see your game released!
I'll definitely do my best!
For version control you usually want to focus on committing code, configuration files etc and if you need to then exclude the rest of the files like textures, meshes, sounds, etc. Separate to version control you would then backup the rest of the files (well all of your project) to at-least 2 different separate locations such as a USB/NAS drive + offsite backup to say OneDrive/Google Drive/BackBlaze along with checking they are working / syncing atleast once a week (maybe just do it as part of your initial steps before starting to develop for the day).
I've decided to have local backups, backups on an external hard drive, and backup necessary files on github lfs for version control. Thanks for the pointers though!
Yeah or could use git LFS for backing up large files
Looking really smart, certainly managed to get a nice aesthetic injected into the project.
Thank you so much!
Nice video! Enemies are a lot of fun to make, can't wait to see how that comes out! Liked!
I tried to make enemies once but they turned out really bad. I'm gonna start from scratch and see how it goes :D
it does look good!!! nice one! first time seeing your game. keep it up bru!!
Thanks! Much appreciated :D
Looks awesome, keep up the great work!
Thank you! Much appreciated ^^
Since Arcardian Rifts release date has been pushed back to: 'NEVER', I find solace in the fact that this will effectively fill the void.
Yea. The project was amazing but it's sad to see what happened. I'll probably never reach the level of graphical fidelity in a game like arcadian rift, but I'll try my best to create a fun and exciting game :D
You know why that happened right? It just seems like you might not know based of the comment
Oh yea, I know. The guy behind the project was a terrible person, but the project itself was great. My comment did sound a little weird though (like I was sympathizing for him).
Git LFS is an extension to git for large files. I've never used it, but it came to mind when you mentioned the problem you were having with large files
I previously thought it capped out at 2gb but I seem to have been wrong. Thanks for pointing it out! Thank you :)
Was coming into the comments to say just this! ^^ This is what I use on my projects, and they get extremely large!
For the version control, you only need to save the asset folder, the project settings and the packages. When you will open the project, unity will automatically generate the rest.
I know! My biggest problem was that my assets folder was 3.5gb and git LFS maxed out at 2gb. I've found a solution involving exporting scenes with their dependencies and saving that! I've also got local and external backups of the entire project :D
@@theunityguy_yt I find weird that Unity DevOps (Plastic SCM) doesn't work for you : it's my go to for any project. On top of that, they have 5Gb free for any organization and a lot of optimization is done on the back so that a project with 10Gb will be saved on the cloud for far less (less than 3Gb if I recall a project I dumped on their cloud). You should really dive into it.
Nice to see other people develop somewhat familar games as myself and even with the same platform. Your game is far prettier than mine thought, really nice atmosphere!
Thanks! Just checked out your game right now, and it looks great as well! Good luck with your project :D
the fact that every thing in the game is black and white, exept for the nature ellements realy makes a nice contrast. I don't know if this is intentional but if it is, you are a genius bruh
Yep. Part of the level design was actually studying beautiful color combinations. I've spent like hours just playing with materials and shaders. Happy you like it :D
Wow. The game looks definitely cool! Didn't know about built in cloth component.
Yep! I always wanted to try making cloth and I didn't know it was so easy ^^
You could improve the custom editor for interactables by using a enum with the flags attribute instead of books. Progress looks really nice keep it up!
Thanks! I'm definitely a weak coder, but I'll look into using enums (I've heard about them but don't know much). Thank you for the comment :D
An even cleaner approach would be to split things into multiple component, e.g. have an interactable base class and then derive the different types like door, holotable etc. from it. If you need to combine multiple functionality just attach multiple components to the game object. But that's me talking as a software engineer, you do what ever works best for you. Game's looking nice so far!
I actually thought about doing that, but this just feels easier. Having the same script control everything just makes creating and using interactables super easy. I could've split it up, but I've done that before and just wanted to try this as a new approach :D Thanks for the comment though!
Hey man! Your game's looking really good so far! I would love to get in touch to discuss how I can contribute to its growth and success of it as well as improve your online presence.
Keep up the good work! Cheers.
Thanks! About the growth aspect, I'm actually not currently willing to spend money on plans to promote the channel. Although that would be great, I'm not in the position to spend any money. If I ever do change my mind though, I'll be thrilled to contact you!
for interactable it would be cleaner to use inheritance instead of the conditional serialized fields
So nice... I would say to look on improving the movement smoothness abit.
I think it looks weird when recording because there's a bit of camera movement when walking/sprinting. I'll look into making it smoother :)
Wouldn't abstraction be a better design pattern for interactables? Have an interactable base class with some base values, then create some sub classes for each interactable that have their own unique values or functionally
It's beautiful.
I usually don't like shooters but I'd wishlist it if I could (saw no link to the steam page)
I'd also really love to write music for it but I think you already have a composer
Thank you. I actually plan to setup a steam page sometime in the future but that hasn't been done yet. About the music, I'm actually developing solo, but I want to try and make the music myself (a learning experience). In the case that I'm unable to make good music though, I'll definitely keep you in mind :D
@@theunityguy_yt Thanks!
I'll sub to make sure I'll get notified.
Might also try to find you on discord later to send you a piece or two of mine so you'll have a taste in case you decide that you do need a composer.
Great job on being a solo dev, your game looks stunning.
@@eitanmedina9098 Thank you so much! Sounds Good :D
Interesting you mentioned version control. Personally I use GitLab with Jenkins on a dedicated machine that I have running 24/7. When I was working at a game studio we used SVN and the repos were at around 200Gigs. Is your game more than that? I'm guessing textures and models are the culprits here, you can always checkin only the src code and/or mount the models/textures on a separate volume. That's how I CI/CD the whole thing.
Oh, my project is actually only 3.5 gigs (asset folder). Maybe, I've misunderstood how version control works, but don't worry. I solved the problem by only backing up the necessary files in the project. You can export scenes with their dependencies so I just exported the game scenes and backed those up :D
I was just wondering, to do your method, do I need a dedicated machine (I don't). Thanks for your comment btw :D
version control: get your own NAS and use git with that, size limits are the limit of your nas
looks beautiful
Awesomeeeee!!!!!!!
One question: can you move your character around while in your holotable menu?
No. Your camera is in a fixed position and the player character itself is disabled. Nothing will move until you exit the system. Hope that answered your question :D
@@theunityguy_yt ah bummer, I asked because that always seemed like a unintentional bug I would make xD
@@SonicCraft yea, it actually was but I bugfixed it while making the system ^^
Very cool!
thats beautiful man keep it up
Thank you :)
wow awesome!
bro i love your work and i want to stay to know update progress of your game , but the discord link you provided seem broken , i can't join through your discord link :((
hmmm, that's weird. It used to work but maybe it expired. Here's an updated one: discord.gg/tqw4UBa8 - Sorry about that :D
@@theunityguy_yt oh i can joined now , tks bro alot ^-^ , im exciting & cant wait for your game to release
@@tunghoang4465 Sounds awesome!
Congrats its looking good
Thanks :)
How does this have anything to do with your game loop? This is a mission and weapon select. What is the objective of your game and the core game mechanics that makeup the majority of gameplay?? Thats your game loop.
Well it essentially allows, player to go on missions, collect loot, spend loot and go on more missions? The next part is making enemies. Hopefully that answers your question :D
Les for git is available btw
yep. I think the free version is 2gb and my assets folder alone is 3gb. No need to worry though because I figured that i'll just backup the dependencies of each of my scenes backing up the bare minimum which fits within the storage requirements :D Thanks for pointing it out tho!
I know this bright, white look is what you're going for but in my opinion it's hard to know what's important or what's just part of the world. There's just no contrast at all and everything seems to blend in together. Maybe tone down the overall brightness of the game world and keep the brightness the as is for the points of interest? Love what you've done so far, sub earned!
Great point and it's actually something I've been planning for the future. I'm currently focusing on actually creating things like enemies, interactions, and points of interest and for that reason, I plan to differentiate them from the environment later. For example, the enemies will have a red, white and black color scheme which clearly separates them from the environment. I'll try and do a similar thing with the rest of the environment. Thanks for pointing it out :D
have you tried SVN or perforce?
perforce as a last resort, of course
@@nathanielblairofkew1082i've actually decided to use git lfs to store scene dependencies and whatever else of value I have in the project :D
how u felling about the new fees ma dude?
actually gonna make a vid about it. Did a bunch of research and found out that there's a lot of shady things behind the scenes as well. This is a long term thing, but I plan to learn, and eventually switch to unreal but this will happen after I finish developing my current game (i.e. in a few years) :D
Looking fun!
This is crazy good. How old are you?
Oh thanks! I'm 16 :D
cool
5:26 instead of using bools to determine the mission type, why not use enums?
(assuming that missions can't be of 2 types such as both an AI Base mission and an Abandoned Ship mission)
Edit: I scrolled down in the comments and realized someone said the exact same thing already, sorry!
The game looks great so far, have fun with the project! Excited to see where it goes.
No problem! Actually, I've been working on enemies, and I've been using enums in many places in the creation of a modular enemy system. I'll showing it off next vid, but thanks for the feedback :D
Dont know why, but Im getting some Zombies inspiration somewhere in here, might just be me though. Anyways this will be an amazing game!
Thanks! I might not go in the direction of zombies (I've already written the story) and because I hate the look of low poly human characters (I can't model good humanoid characters). Thank you for the comment though :D
WOW! Impressive! 🤩
Thank you :D
Man, this looks absolutely magnificent. Did you model these guns all by yourself or got them from an asset store?
The guns were from a low poly shooter pack on the asset store! It's great :D
how did you upload a another video so fast
The last one was an old video that I just decided to upload. Yea, it's definitely a bit trippy. This is the first proper devlog in around a month. The other ones were either old videos or ones I made for fun. I'm definitley not that fast at editing lol
Is this gonna release on mobile
Sadly, I don't think so. Sorry about that. I just don't think it will play well on mobile and it is also something I haven't really had in mind for the game. In the future though, if I decide to expand the game to other platforms, I'll definitely look into a mobile release :D
good art
Thanks :)
That look good man!
Thank you! Much appreciated :D
Looks good dude. Im an indie game dev too, come look :)
Wow ! You're pretty famous :)
Can u please make video in 60 fps? Just action games in 60 fps are more comfortable to watch)
Ah I see. I think I can set that up some where in my recording settings (I'm using a built in unity recorder package to record) :D
WHAT?! 🤣🤣🤣🤣🤣🤣
@@not_even_toxic yea ik. It just runs smoother when setting to lower fps
You didn't even use the Google Sheets ?!?! Whatever works I guess
True. Google Sheets would've been great. I'm just really familiar with google docs though. It's was kind of just a first instinct :)
Do you use a fps framework?
The guns look incredible!
@@Jabemixaelveyep, I'm using the low poly shooter pack for the guns. It's great :D
@@theunityguy_yt I might have to try that :D
@@Jabemixaelve I'd love to see it!
Use gut large file support
yep! I'm now using git lfs for version control :D
Very cool game, but ewwww unity
yea ik. I actually didn't know that there was such a bad connotation associated with unity when I started. I also just wanted to learn which is really easy in unity considering the amount of tutorials :D