The video is intended only to encourage and inspire people to start learning game development with all the tools available nowadays. Making a polished AAA game requires insane amount of time and work. I hope it's obvious that it was an experiment and my project is a prototype and extremely far from finished game. Also thank you for all the support, it really means a lot to me
Justin Mo it’s funny to me that people who have no idea what they’re talking about in terms of game design or hell, project management will bash a multi million dollar company with teams of professionals who have provided EXCELLENT entertainment for well over a decade. There is just no pleasing the gaming community at large.
@@Nemxxi Blizzard, since Blizzard Entertainment are the ones overseeing it. Activision Blizzard are the parent company. Activision Blizzard oversee Activision, Blizzard Entertainment and King. Activision has as little say as King does on Blizzard projects. Activision Blizzard, however, has a lot, being the parent company and having reined Blizzard in recently.
@@ElusiveTy The Actiblizzard thing comes from the fact that Activision Blizzard (the parent company) is made up of EX-Activision top heads, no Blizzard tops. So "Activision" does control Blizzard even if the heirarcy you said is true.
Same dude I didn't understand any of it. That's why I'm not one to talk shit about developers when they don't do what I want them to. I'm just glad we have video games in the first place.
Now slap a $60 price tag on this, sell it on Steam, apologize to the people for releasing an unfinished game...Then spend a few months 'fixing' it, then abandon it because there 'isn't enough interest'. I'm looking at you World's Adrift devs.
Abandon it? That's low level con man shit there. Be a big boy. Re-release almost the *same exact game* as RPG2k23 and start the cycle afresh. If you do manage to get around to content after you've added new NFTs and paid DLC don't worry if it actually works, it doesn't matter. That's the beauty of it, nobody expects it to or has for years.
this video made me realize how far we have come, imagine what the development team of diablo 2 went through to create that game older games deserve more credit
@Jiggy B hah said no one ever. You can't call it ass because its older then games you like playing. Diablo 2 changed the entire industry at the time. It's pretty much the inception of PVP/online multiplayer.
You still have to make basically exactly same work to make the game like the devs did 20-30 years ago. The code is still exactly the same, software is built almost exactly the same. Only difference is devs decades ago built their own engine... And ofc now last years we have gotten some crazy AI tools. But making all the game is still same.
@@EmanueleMoriero they still have whales 4o play the game and earn $$, why do you think more crap games like these are trend? Because it's cheap to make and huge profit so why even care about high quality game...
@@justarandomlol That's exactly why capitalism is complete garbage for this day and age. Back when all businesses were small businesses capitalism was totally necessary and worked like a charm. But now with these multi billion dollar companies, the consumer suffers heavily. A long time ago if you made cheap stuff, people wouldn't buy it. But now it's ALL made out of cheap stuff. This is why we need government regulations now. We can't keep letting these billionaires flood the market with cheap garbage leaving us with no choice but to buy it, because not cheap stuff has become way too expensive. Another thing caused by them actually, because they also have kept wages down while increasing the cost of living.
If we look at Game Jams, there are often very interesting ideas that are realized in 48 hours or so. But people will brush them aside because they're implemented with rudimentary graphics. On the other hand there's a lot of praise in the comments here because the game looks rather nice at first glance, since it used preexisting models. But what people who participated in game jams will also tell you is that actually finishing and polishing the prototype takes exponentially more time. It's like your typical RPG level progression, the first few level come quickly and easily (prototyping), but the further you get to level 99 (completion), the longer it'll take for each meaningful step to complete.
Jeah but its still quite interesting. Just to see how you can start maybe. I mean just building one level with a nice design may take like forever. But to see how he is doing it, is quite nice.
totally, making the basics with placeholders and whatnot is not the hard part.....it comes later, when you want to make specific stuff happen, when you want to polish this and that, add a certain behavior, fix an issue etc.
The thing is, he's using premade assets and a licensed game engine, so realistically, a LOT of people worked on this. The developers of the game engine alone probably worked on the engine for years. The Blizzard Diablo team makes everything from scratch, including the game engine. If you understood the time it takes to model, rig, animate, texture and program a single enemy, npc, or player character, you'd understand how little this guy did. It's a whole different ballgame, comparable to sculpting a statue out of marble and building a statue with Legos.
@@vvhitevvabbit6479you're trying really hard to discredit what this guy did. There is nothing wrong with building a game in unreal and releasing it. It's what the makers of unreal engine made the engine for. Even assembling a game with pre made parts still requires a creative and strategic mind to make it all come together
Well its actually way more complex, as you saw this game is way too simple, even compared to Diablo I, and I bet is still full of minor bugs as well. And the main obstacle, here Dino does use a full engine (Unreal) and free assets, while most main stream game companies uses it own developed engine and proprietary assets for sure, and that's where the most of the work is done... But, it was a very nice job this one :)
@@ronaldodark It's 1 person doing this in a week, even if it is with free assets. Meanwhile, their teams comprise of up to 50 different developers, ranging from game design, character development, to programmers (lead, artificial, and what-not). So yeah, it isn't complex when you have specialists for every area in the game.
"You defeated the Big Bad Guy who imperiled the entire world! Here is your reward, The Axe of Legendary Might, which would have helped you in actually saving all our asses, but I had to be sure you were worthy. And now that the last boss is dead, there are no more monsters to even use it on. But here you go, champion! You earned it." - Every RPG ever
My favorite is when you finish a game that has multiple sequels. And you become the legendary hero top tier person in the first game. Then in the next everyone treats you like garbage and your powers mean nothing. Always laugh at those moments in a sequel story.
@@mikekilkelly2138 That's what you do, but it doesn't make sense from the NPC's perspective - they are not supposed to be aware that they're in a game, just like book characters aren't aware that they're fictional and make choices as if everything was really happening. It's called ludonarrative dissonance
"With a riveting art style, easy to learn hard to master controls, and a story that seems absent at first but ask the gamer to think deeper, this new entry into the action RPG genre is definitely one you don't want to miss. Blizzard has truly done it again. 9.7/10" - IGN Review of game made by large developer.
@Petr Říha Ok, then show how you can do it better in seven days with more profit, no ego satisfy and while you are saying that this is not hard job. I will wait. Be useful.
@@RandomNPC152 I really Liked the Character Models for Paragon but had no interest in a MOBA game, but if Epic were to make a ARPG or even a good RPG using the Paragon characters I would definitely be down for that.
Wow, once you add microtransactions, DRM, extreme overpricing and start battling against freedom of speech for people that's practically a perfect Blizzard game.
@@xJinxxYT He may be right, but he speaks with the vigor of a person who still plays Blizzard games despite it all. Like a standard gamur, hate, hate, hate, but do everything the same. :)
Private forums, Facebook, UA-cam and Google are NOT covered by freedom of speech. They are private enterprises and they can delete and ban as they wish and don't even need to give you a reason.
Random noob on the internet: I can make game in 1 week after watching the video Day 1: Download UE, try to make character Day 7: Still trying to make character
lol so true, you forgot the part where this join the slackers discord and ask extremely basic "day 1" Ue4 use questions. like a 3 min beginner youtube tutorial could have shown.
This was a fun video, with that being said I have to facepalm hard when I see the comments. The dude gets basically all assets from the asset store and creates some scripts and node trees so it's somewhat playable. But here we are, people claiming he can do in 1 week what a game studio needs 3 years for, this is incredibly ignorant and deluded.
That's what i was thinking. It's really cool what he did, even when it's all with assets, but there's still TONS of stuff missing, let alone all the finetuning etc.
The asset store only gives you models unless you buy pre-made code which he didn't do. The models by themselves don't actually do anything so you still have to write all the code for their behavior, attacks, really anything. Otherwise they'd just be standing there doing literally nothing with no interaction whatsoever.
@@Madmonkeman I'm sorry that's not true, there is a boatload of free presets where you can just hook up your run/idle/attack animations in a pretty straight forward fashion like a simple node network. Especially for prototyping as it's shown here. And even when you do it from scratch it's not a lot of work to connect an animation to a trigger event like a mouseclick. It's not like he's an idiot or anything, but it's not rocket science either.
@@TheLumberjack1987 Yeah setting up the animations is easy and it's easy to connect it to a button but programming AI and having those attacks actually do something takes work.
@@Madmonkeman it's really just the same thing as triggering animations, you trigger fx animations (which he also got from the store) the same way with an event handler and then you check if the mouseclick/projectile etc came within a certain distance of another object, if yes then substract x amount of health. There are really basic presets for all of this. And just to point it out, he mentions this in the very video AND he wrote it in the description of this very video. "I made this 3D game in a week without coding using Unreal Engine 4. There is a powerful visual scripting tool called "Blueprints" in ue4." And just to clarify, a visual scripting tool is a node network, exactly what I said in my original comment. That also includes AI, it only gets complicated if you want VERY specific behavior, but just roaming around and triggering an event if it gets close to the player comes with the package. The very person you defend here openly admits that he prototyped this with very basic presets and node trees and that's nothing bad. It's really not that difficult, idk why you're even arguing about this.
PoE uses currency orbs instead of gold, that double as crafting material. You need to pick up these orbs one at a time since they very rarely drop in stacks.
I remember trying to make a dungeon crawler myself back in the day. I implemented an item generator that took the template(sword, axe, flail, hammer etc.) and material(copper, bronze, iron, etc) and combined them to make a random quality item. Somehow, against all reason, it managed to spit out a flail hammer, literally a hammer made out of flail. Had good stats tho.
Depending on the coding, a variable is not updated, when you expect it to, but a few steps earlier or later. If you filled the same variable for both factors, that could have been a possible reason.
This is very well done! I would love to see you go all out on something like a diablo 2 rebuild. Something like fixing the plot holes, male And female versions of all the class characters, maybe add the monk from diablo 1, maybe make the class characters NPCs/companions, maybe introduce a customizable multiclass PC that can learn from the main classes, maybe some branching storylines like saving Blood Raven by exorcising the possessing demon, and anything else you want if you want, if this is what you can do in a few days when your holding back then you going all out would no doubt be amazing! Either way keep up the good work.👍
This is actually really impressive, especially for only a week of work. I’ve seen whole dev teams of hundreds manage a lot less with a lot more time (looking at you, Bioware). Not to mention this showed me just how many resources are available for game development. Great video, I’m subbing
The problem is a big team actually has to make all the art/assets they cant just click import... and honestly this does look impressive but most of the effort is actually tuning.. To make this into anything that anyone would legitimately play for more than an hour messing around. would probably take 2-3 months. (which is still ridiculously low but, were not talking a masterpiece here)
The 1 week build stuff wouldn't actually work for a solid foundation to any full game, these are just prototype challenges that would produce large headaches in anything with size.
Except that it really isn't easy making a game that's actually fun, balanced, engaging and stable game. I'm just starting out in game development joining week-long game jams, and developing prototypes like this is relatively easier and more accessible now, with all the support for indie developers from Unreal and Unity etc, but a lot of actual game development is not fun, its going over and redoing levels, art, code, endless playtesting, feature testing, over and over until the game is polished enough to release. Doing prototypes is fun, fast and you don't need to worry about polish because its not a commercial product. Doing actual game release, you need to worry about code/resource efficiency, honing game balance for multiplayer games, dealing with network code, making sure levels flow well and have visual/audio cues to guide players, tutorials, key rebinding, quality and performance settings, localisation and a whole metric crapton of other work and considerations. Add to that, unless you want your game to be viewed as another asset flip, all the art assets need to be done from scratch. Not defending Bioware's more recent stuff, just putting things into perspective hopefully.
When the plot takes place in a world where there are only 2 survivors and there is nothing else to do , they don't want you to gather flowers or go take a letter to some old friend in a distant village all they want is to get rid of the monster that killed everyone that's all .
The video shows how little developers care about the game itself having a budget of hundreds of millions and how the spend it all on monetization and money-taking strategies.
@8:50 : a dupe is born @13:20 : "i noticed abilities didn't use mana"..in my mind let's exploit that! @13:47 : sanctuary 100% @14:30 : enigma of peace hack found @14:46 : budget cuts just got real lol, time to leave the ship @15:15 : client wanted an axe, we gave him a sword..if it fits, it sits @15:25 : every streamer's drop when playing poe @15:38 : props for hardcore!
"1st Generation of Nephalm, could make the whole world from scratch... with only some words and the power of unreal engine " - Zoltun Kulle .... ... .. He was right all this time.
Well your not a hero before saving it so wouldn't be axes of heroes then, Also if he rewards you before your done your mission then your might just leave and not save them, How often are you really paid before you done your work?
@Holden Mcgroine for an adventurer / bodyhunter or whatever that their job is to hunt down and kill stuff their equipment are much more valued to them then money, getting an improvment on their weapons / armors or even parts that they can turn into equipment is huge for them, money you can get from any kind of job but finding someone who have something better for you to replace your equipment with probably be a lot harder to find
While I appreciate this video for what it is and am impressed with the speed you put it together it really is a prototype and not a "clone". The title is a little clickbaity. It saddens me that the majority of comments are clueless/memeing on AAA games. Obviously you're talented and you understand but it seems most comments don't. I worry about the next generation of future programmers and gamers who are just gonna think it's as easy as slapping together premade assets. Thats how all these scam games have come about and that's only going to increase as people learn to use these powerful engines instead of, for example, learning an actual programming language (and putting the hours in). I saw your pinned comment but I just wish in the video you had a more robust disclaimer. Perhaps giving details and educating viewers as to what it doesn't have, such as "This has no network code, no cross platform play, the size of the world is 1/100th of a real game, equipping items doesn't change the characters appearance, there's only 1 class (let alone having to balance multiple classes)...." Etc etc etc, I could go on but I don't want to criticize too much as I understand you were doing this in 7 days as a challenge and for a youtube video. It would just be nice if maybe at the end you had a "todo list" of all the things that actually make it a proper game. That being said it was entertaining and I found myself watching right to the end and commenting lol which I usually don't come out of lurking to do. So thank you and keep making more! 😂
Thanks, I'm agreed! The title is just how UA-cam works, it would be nice to have 100% accurate titles but it is what it is. About the pinned comment - I actually thought that it will be obvious but when I saw peoples reaction I had to make a comment and pin it
questions: 1)is it possible to improve the player animations and enemies to not look so much like hovering over the terrain and how? 2)why the game graphic details are not great and sharp but rather blurry and low fidelity? whats your pc specs?
Hey Dino, If i can bug the game and show you places, who never ment to be reached. Would you give the game a patch with new Content? What i want: 1. If you press ESC you get a Menu with the options: - Continue - New Game - Save - Load - Options - Exit (if you press ESC again the menu close and you can play again) 2. in the Options menu you have an Option to adjust the Master Sound in a Slide Bar from 0 to 100% (im okay with 10% steps if its easyer). 3. One new Dungeon and one new Set If you accept the deal i will Upload a Video how to bug the game and reach Places Never ment to be reached ;) Greetings Agarosfly
I am a full stack developer, always felt I wanted to check out gaming dev at some point, your channel is amazing and inspiring! Really thinking of trying it out lol
Damn dude, i got exhausted just trying to imagine the work and trial and error and dedication all this requires. The end result looks good and the spells/abilities especially looked better than some in poe and diablo.
@@MatPandaZ So are most shoveled games in steam. Also pretty sure big companies do it too - they just have skills to make new hair and slightly change face to make it look different faster. Edit: assets from their own games
@@SurrealLeaf Not really no. What a ridicuous thing to say. They don't buy up random asset packs and reuse them. They may reuse assets from their other releases but they certainly don't use community packs that are also used on 3000 other games.
nah, it's a company composed of 80% executives who do nothing but benefit from the profits, 15% people who think of microtransaction plans, 4% maintenance (janitors, electricians, errand boys, etc.), and 1% developers who spend 2 hours per month working on their games
Some random guy posts a decent Metallica cover song UA-cam comments: "This guy is sooo good!!!! He should start recording music and then go on a worldwide concert tour selling out football stadiums!!!!" ...
I'm in awe. I wish I could slam something together that fast. I've only ever worked with RPGmaker and Dota 2 modding tools, but always wanted to branch out and learn something more worthwhile. A damn fine piece of work you did here.
@@lonewolfchf4072 oh damn, I'm sampling unity for now, then I'll be popping to unreal, think I'm going to get used to the c++ code prior to unreal blueprints, makes things easier for me :)
I have an idea. Make a game that has the soul of Diablo 1. Meaning; - action rpg - random map generation every time you start a new game (so each playthrough will be different) - random monsters generation (as described above) - fantasy setting, preferably dark mood. - random drops - enemies scale to player with a variable, could be weaker or stronger, depending on the RNGesus) - to avoid any blizzard harassment avoid their proprietary names and icons. No need for vials of health / mana, create a different format. - you can crossbreed monster names from other similar setting titles, like elder scrolls. Make a free demo with 2 levels( with a change to spawn a miniboss on level 2) If you did it right and it catches up be prepared to make a priced full version with 16 levels. There is a market for that, none of these constant auras and DPS and crazy magic and idiotic stacking bonuses. Keep the nice and simple action RPG that launched it all, just with modern graphics.
The thing I liked about Diablo 1 was the scavenge-y ness of it, and the dread. "I sure hope this room isn't filled to the brim with Skeleton Archers...", instead of "Oh some amount of enemy. Screen nuke." More of that Rogue-like DNA.
@@Soumein Good ol' 90s games. Introducing revolutionary things. The random generation of content was great. Titles like Fallout 1, 2 Diablo 1 and 2, were great for replayability. Things lost in the present day of microtransaction and pay to win
after studying all night c# (I'm new to coding and I'm teaching my self) came across this video and absolutely got mind blown!!! like this is insane!!!! I wish to be able to do this one day but with code!!! congrats and keep up the good work
Here's what I think about pros and cons. 1) Speed of coding. I'm not convinced that it is faster to develop with blueprints rather than coding. I guess coding takes longer to learn, but if you compare professional programmer with professional blueprint user - I don't know if one would be that much faster than the other, especially long-term. But maybe it does. I dabbled with BP's, but I lack the deep knowledge to say. My educated guess, however, is that coding is still faster if you do it professionally. 2) Bullying is for losers. In my opinion, if you achieve the result - that's a good thing. It's better to achieve the result sub-optimally than have no result because you don't want to learn coding. If BP is fun for you - go ahead and don't listen to anyone telling you otherwise. But it's important to know the drawbacks. 3) That drawback - is execution speed and generally sub-optimal executable, both in terms of speed, memory and size. That's totally true. How much does it matter though? Well, if you are developing a small indie game, chances are that it will run on anything that can suppoer Unreal Engine regardless. Who cares if it takes 10% CPU instead of 4% if it was written in perfect C++? Who cares? It is not supposed to be used for intensive tasks. But if you are developing something big, then you may feel the hit to your system requirements. It'll still run, but your recommended specs will be higher, and that means that more of your potential users will experience poor performance. This obviously affects sales somewhat. How important that is for you as a programmer/studio - is honestly your own decision. You should just be aware of that. If point #1 is actually true, and the development is faster with BP's - then there's an argument to be made that you actually save more money than you lose by simply saving dev time. For a studio, time is very expensive. if you can cut it down by 10-20% - then it may have been worth it to tolerate the performance hit.
I'm a programmer and I havent been dabbling with games too much but the little xp I have I dabbled with BP and my impression was similar to yours, namely that it would be faster and better to do it with code.
I guess the real reason why it takes devs so long to make games is basically figuring out what they are making in the first place. Going through different tests and seeing what fits their collective visions. They could be working on a game for months if not years and then end up scrapping it all and starting again. I'd love to see you make a 2D or 3D platformer in a week..... going to check your video library now and Im going to check out CORE it look interesting.
The real reason is because it takes so long to make custom characters, rigs, animation, assets etc not use basic free shit that's already setup from the marketplace for free.
Good game mate. To all the comments that are comparing it to diablo 4, this is a fanmade game and the amount of work can't compare to a real production
Just like anything else, like a building a chair, when you learn the tools the process is simple. Game development has never been easier, as the tools allow you to pretty much drag and drop components which would have otherwise taken dozens of hours to build. There are 4-6 month programs at local colleges if you are interested in this sort of stuff. No background required.
I am a programmer, making something like this kind of video in a short period of time doesn't mean that creater can do it same thing in a real service situation. It was created in such a short period of time because a tons of problems to be considered in the actual service situation were omitted in video. I hope people don't think that Blizzard developers are incompetent.
I wish that there would be this type of video for all game genres to encourage people to made what game they want. But making a game is very hard work and very time consuming as well. It's impressive how much you did in just 1 week. I loved Diablo 2 and I remember that crazy mouse clicking, I wish that there would be just one click for auto-attack.
go back to diablo 2 now and try hold attack on a monster instead of clicking, that is auto attack. u welcome. works in poe too and other rpg, you can keep attacking enemies off screen that way too if you are ranged
"I'm not allowed to write a single line of code" - proceed with blueprint, which are basicly a graphic programming language. It's like says "I'm not writing letters, I'm drawing them".
some times fixing bugs can have a cascade of errors causing more things to break in a game, for instance say they fixed a boss bug on the 1st raid, that could ripple down the raid and cause other things to break, now if that bug on the boss only happens 1 in 2 thousand runs its not worth fixing, if its gonna take them 200-300 hours if not more to fix the other bugs it causes.... some times bugs are just lets re write this tiny bit of code, it might require complete rewrites of thousands of lines of code depending on the problems it causes!
@@CurseOrGame "Sometimes".Not always. In case of blizzard...it usually just "we dont wanna do it unless it means more money." Last AAA game i played was anthem.These assholes never had any time to fix bugs or make content. But their item shop worked perfectly fine.No troubles there.Not even a single one. See.
Fantastic work! It's incredibly motivating to see what just one amazing developer can do in a week with Unreal. This inspires me to no end. Thank you for the video!
Except you can't. If you go out there with every single thing in your game stolen or copy and pasted you will get sued for sure. I hope you are a great composer and musician too. And a great writer to write the whole game story and dialogue, Etc etc. This makes it look very simple when it's not. You can't just steal models you have to make them yourself. Do you know how to draw? Create 3D models from scratch? I am glad you are inspired to learn but please don't think this is the way.
@@dabnoj depends on the licence they have 99% of the things he used out there are free for PERSONAL USE if he did want to sell the game or have any income from it... the license doesnt allow it... copy paste only work in bad schools
Copying code a not ganno help if you dont know how it works making a code on the other hand is far more useful since you know how to change it, but you can always study the copied code if your not lazy
I have been working with Unreal Engine 5 since it was first demoed to developers. It is funny how people from indie to AAA all bash it because its "not coding". It absolutely follows the same design philosophy and syntax that C++ does for Unreal Engine. GetActorLocation() functions the exact same as pulling up Get Actor Location node, you then need to set GetActorLocation() to a variable so you can do something with it, its the same as pulling off the vector blueprint node. One advantage Blueprint has over native C++ is its context sensitivity. Rider For Unreal IDE by Jetbrains has this as well but its not well supported in Visual Studio. Rider also isn't free. Unreal doesn't just let you do whatever you want, it has a particular way it wants to handle things so the innate, in-editor, context sensitivity really allows you to learn how to write good code in Unreal. Blueprints are great and well written blueprints have no realistic speed disadvantages. I have also converted so many blueprints to native C++ that trust me the syntax and everything represented in blueprint nodes will translate well to C++ and C++ workflows and logic can be added to blueprint. If you know nothing about gameplay programming and programming in general it isn't going to be easy to just pick up Blueprints Epic shipped Fortnite on blueprints and there have been numerous indie and AAA games shipped on 100% Blueprints. Epic Games only converted their expensive Blueprints to native C++ when they wanted to release Fortnite on the Nintendo Switch supporting 60 FPS. But that is also a 100 person multiplayer battle royale with building and a mostly destructible landscape and buildings, so client server replication and everything has to be incredibly fast. In which case C++ is better.
Blueprint (which is not real programming) is NOTHING like C++, and even Unreal C++ is nothing like actual C++. Unreal C++ is effectively glorified scripting language with most of the difficulty removed due to the garbage collection and object lifecycle management abstractions. You have no idea what you're talking about and you're wrong about speed too. Blueprint is generally two orders of magnitude slower than C++ even in very simple situations. It destroys performance and no competent (or real) game developer uses it. It's a joke and a toy, but Epic Games maintains it because it's good for marketing in that people who aren't smart enough to code or make games will get pulled into the Epic Games ecosystem (and by extension the Epic Games Launcher AKA the Epic Games store) if they mess around with Blueprint a bit, but Epics knows that no one who needs it will ever make an actual game. And no, Fortnite wasn't done in Blueprint; some Blueprint was used in it as a marketing stunt but all of the important systems are in C++. There was a relatively recent update to Fortnite that greatly increased performance, and this was actually done by removing even MORE Blueprint from the game. So essentially the Fortnite of today has even less Blueprint than it did at release.
The video is intended only to encourage and inspire people to start learning game development with all the tools available nowadays. Making a polished AAA game requires insane amount of time and work. I hope it's obvious that it was an experiment and my project is a prototype and extremely far from finished game. Also thank you for all the support, it really means a lot to me
Also intended for Blizzard/Activision to step up their game. Great Video excited to see future work!
Justin Mo it’s funny to me that people who have no idea what they’re talking about in terms of game design or hell, project management will bash a multi million dollar company with teams of professionals who have provided EXCELLENT entertainment for well over a decade. There is just no pleasing the gaming community at large.
thank you dino I bow down to your reptilian majesty
You are being humble. You make me realize how much money they wasted in developing the game.
- makes 90% of completed full game in 7 days.
- says AAA games require insane amount of time to develop
Seems AAA studios are doing something wrong.
If you start now, you finish diablo 4 before blizzard does.
Actiblizzard
Yea, but having server rooms globally can be impossible.
xDDDD best one
@@Nemxxi Blizzard, since Blizzard Entertainment are the ones overseeing it. Activision Blizzard are the parent company. Activision Blizzard oversee Activision, Blizzard Entertainment and King.
Activision has as little say as King does on Blizzard projects. Activision Blizzard, however, has a lot, being the parent company and having reined Blizzard in recently.
@@ElusiveTy The Actiblizzard thing comes from the fact that Activision Blizzard (the parent company) is made up of EX-Activision top heads, no Blizzard tops. So "Activision" does control Blizzard even if the heirarcy you said is true.
"I fixed it with a simple script"
*shows technical plans of the death star*
LOL!
Hahaha fr 🤣🤣
But does it fit floppy disk?
Same dude I didn't understand any of it. That's why I'm not one to talk shit about developers when they don't do what I want them to. I'm just glad we have video games in the first place.
LOL
Now slap a $60 price tag on this, sell it on Steam, apologize to the people for releasing an unfinished game...Then spend a few months 'fixing' it, then abandon it because there 'isn't enough interest'.
I'm looking at you World's Adrift devs.
Abandon it? That's low level con man shit there. Be a big boy. Re-release almost the *same exact game* as RPG2k23 and start the cycle afresh. If you do manage to get around to content after you've added new NFTs and paid DLC don't worry if it actually works, it doesn't matter. That's the beauty of it, nobody expects it to or has for years.
@@ronking5103 you're hired!
Don't forget to look at the Wolcen devs too!
@@ceerius3910 Wolcen is fine lmao. Such a karen.
@@derpderpin1568 lmao nice troll.
This Guy: makes a Diablo game in one week
Blizzard: don't you guys have phones?
Looking at Dino I do think that Diablo 4 (the thing that they show us) was made between Blizzcon`s after "failure of phones". Fu*k Blizzard!
@@kosciarz that's right
Was that supposed to be funny?
Seriously? If making a game is really that easy, games would not need to develop for a few years... Flappy birds also take 2 days to develop...
@@kosciarz That was exactly what happened .. Do you remember Diablo 3 Beta ? they did the same.
It´s just missing microtransactions and price tag between 60- 90$ to be marketed as AAA title.
Diablo had microtransactions? When, like the later console releases?
@@thedayigotmadatapossumstar4811 he's referring to every single diablo-clone on mobile.
@@crysin3090 lol doesn't the actual Diablo on mobile, Diablo Immortal, have microtransactions?
As they used to say on the telly when I was knee high to a minicomputer, I'd buy that for a dollar, or a wheelbarrow full of them...
@@crysin3090 Oh! Gotcha, thanks for clarifying. :3
Local dinosaur makes Chinese mobile game by accident.
lol
lol
lol
lol
lol
this video made me realize how far we have come, imagine what the development team of diablo 2 went through to create that game older games deserve more credit
they basically were writing the blueprints to all the physics and features we take for granted today ;)
Quake 1 was written in raw C
@@tomatobrush3283 rollecoster tycoon was written in raw assembley mate.. try and top that
@Jiggy B hah said no one ever.
You can't call it ass because its older then games you like playing.
Diablo 2 changed the entire industry at the time.
It's pretty much the inception of PVP/online multiplayer.
You still have to make basically exactly same work to make the game like the devs did 20-30 years ago. The code is still exactly the same, software is built almost exactly the same. Only difference is devs decades ago built their own engine... And ofc now last years we have gotten some crazy AI tools. But making all the game is still same.
imagine what he would do if he dedicated a month in a game. lol
Imagine if he had a team collaborate with him and spend 3 years on a game 😱
@@Dimens1oner well he can take all the content of all 20 games and put it in one ... no excuses to play the other games. lol
d1mez oof
@@LockeGru missed the whole point dude
@@Dimens1oner dude i am not the smartest person in the internet. chill out :D
still better than 90% of the mobile diablo clones.
This goes to show how much effort they put in those shitty mobile games lol
All those mobile games are just clones of each other copy and paste, change name and looks, battle system is all the same
Ger Lee It’s called asset flips, EA does it every year with their AAA $60 FIFA games and people still buy.
@@EmanueleMoriero they still have whales 4o play the game and earn $$, why do you think more crap games like these are trend? Because it's cheap to make and huge profit so why even care about high quality game...
@@justarandomlol That's exactly why capitalism is complete garbage for this day and age. Back when all businesses were small businesses capitalism was totally necessary and worked like a charm. But now with these multi billion dollar companies, the consumer suffers heavily. A long time ago if you made cheap stuff, people wouldn't buy it. But now it's ALL made out of cheap stuff.
This is why we need government regulations now. We can't keep letting these billionaires flood the market with cheap garbage leaving us with no choice but to buy it, because not cheap stuff has become way too expensive. Another thing caused by them actually, because they also have kept wages down while increasing the cost of living.
Fat Dino: makes diablo clone in 1 week
Me: makes box change colors in 1 semester
WTF were blizzard doing all that years? One can have every week a new Diablo game.
@@googavo1d selling phones for their new game ofc
@@googavo1d blizzard was busying making diablo immortal.. wait.. they are not making it actually.
Yeah, using assets that was made, now try to make the game from 0. Yes, this looks pretty good for 1 week of work, but it's unplayable.
@@justarandomloli don't think in blizzard works one person
He could hire 50 people and make much more like in big companies
"Player character will attack enemy"
*player characters stares at the enemy, intimidating them to death*
Must be a bard.
If we look at Game Jams, there are often very interesting ideas that are realized in 48 hours or so. But people will brush them aside because they're implemented with rudimentary graphics. On the other hand there's a lot of praise in the comments here because the game looks rather nice at first glance, since it used preexisting models.
But what people who participated in game jams will also tell you is that actually finishing and polishing the prototype takes exponentially more time. It's like your typical RPG level progression, the first few level come quickly and easily (prototyping), but the further you get to level 99 (completion), the longer it'll take for each meaningful step to complete.
Jeah but its still quite interesting. Just to see how you can start maybe. I mean just building one level with a nice design may take like forever. But to see how he is doing it, is quite nice.
The last 10% takes 90% of the time.
totally, making the basics with placeholders and whatnot is not the hard part.....it comes later, when you want to make specific stuff happen, when you want to polish this and that, add a certain behavior, fix an issue etc.
maybe take the george lucas approach and start in the middle and for the end and start after that.
Of course.
This is a good demonstration on how impactful sounds are to a game.
Blizzard CEO : He made this in a cave, with bunch of craps :)
lol
Underrated comment!
I love this one like in the Ironman movie ahahaha
Lol he made this in a cave with unreal engine and a bunch of reused assets!!!!!
And so a legend was born
Imagine what 50 people like this guy could do if they worked for a nice RPG game for a few years
The thing is, he's using premade assets and a licensed game engine, so realistically, a LOT of people worked on this. The developers of the game engine alone probably worked on the engine for years.
The Blizzard Diablo team makes everything from scratch, including the game engine. If you understood the time it takes to model, rig, animate, texture and program a single enemy, npc, or player character, you'd understand how little this guy did. It's a whole different ballgame, comparable to sculpting a statue out of marble and building a statue with Legos.
Half that on dark and darker
Last epoch
Yeah blizzard sure does do a ton of sculpting... to make a turd
@@vvhitevvabbit6479you're trying really hard to discredit what this guy did. There is nothing wrong with building a game in unreal and releasing it. It's what the makers of unreal engine made the engine for. Even assembling a game with pre made parts still requires a creative and strategic mind to make it all come together
I feel like he makes this look about 150x easier than it actually is lol.
"I made a simple script" haha
Actually it is that easy with unreal engine 4. You should give it a shot it's fun and free and plenty of tutorials out there.
@@PaperJedi It is tempting lol. Can you make 2D platformers with it?
@@justaguy5923 everything you want dude so also 2D
@@Lonulaj I see lol. I'll have to give it a whirl then ty.
This guy : Made a Diablo-like game in 1 week
Blizzard : Failed to remastered a 17 years old game in 2 years
Also, Wolcen! Games been in production for so long and look what it turned out to be!
Exactly. Like...why is it so hard? I don't understand.
@@TimothyMorigeau You and me both, mate.
Well its actually way more complex, as you saw this game is way too simple, even compared to Diablo I, and I bet is still full of minor bugs as well. And the main obstacle, here Dino does use a full engine (Unreal) and free assets, while most main stream game companies uses it own developed engine and proprietary assets for sure, and that's where the most of the work is done... But, it was a very nice job this one :)
@@ronaldodark It's 1 person doing this in a week, even if it is with free assets. Meanwhile, their teams comprise of up to 50 different developers, ranging from game design, character development, to programmers (lead, artificial, and what-not). So yeah, it isn't complex when you have specialists for every area in the game.
"You defeated the Big Bad Guy who imperiled the entire world! Here is your reward, The Axe of Legendary Might, which would have helped you in actually saving all our asses, but I had to be sure you were worthy. And now that the last boss is dead, there are no more monsters to even use it on. But here you go, champion! You earned it." - Every RPG ever
Or "great job killing that semi boss with the uber gear we let you try. Now take these rags and this stick and fuck off till you're lvl 10.
Kek
yea then you start a new game with that prize and carve up, you can do it in most diablo games and other rpgs like resident evil games
My favorite is when you finish a game that has multiple sequels. And you become the legendary hero top tier person in the first game. Then in the next everyone treats you like garbage and your powers mean nothing. Always laugh at those moments in a sequel story.
@@mikekilkelly2138 That's what you do, but it doesn't make sense from the NPC's perspective - they are not supposed to be aware that they're in a game, just like book characters aren't aware that they're fictional and make choices as if everything was really happening. It's called ludonarrative dissonance
"With a riveting art style, easy to learn hard to master controls, and a story that seems absent at first but ask the gamer to think deeper, this new entry into the action RPG genre is definitely one you don't want to miss. Blizzard has truly done it again. 9.7/10" - IGN Review of game made by large developer.
Why would someone even dislike this? He worked hard making this fire game.
Maybe they are jealous..
@Petr Říha stupid
@Petr Říha Wow, someone hates life. I would love to see your talent? Then again your prob dont have any.
@Petr Říha Ok, then show how you can do it better in seven days with more profit, no ego satisfy and while you are saying that this is not hard job. I will wait. Be useful.
@Petr Říha Seek help
Paragon characters in a Diablo game haha... Epic!! Well done!
i miss paragon so much....
@@LeAwesomeMike same underrated not many ppl know it even existed
Yeah I kinda laughed when I saw that, "so that's what happened to Paragon, they became free character assets!"
Rob Lundgren Live Vocals I saw what you did there
@@RandomNPC152 I really Liked the Character Models for Paragon but had no interest in a MOBA game, but if Epic were to make a ARPG or even a good RPG using the Paragon characters I would definitely be down for that.
15:39 Path of Exile hardcore players wants to know your location
noice
Back to beach naab
Quin69 wants to know why his ZDPS build didn't work
@Lucifer Gabriel They still release new leagues with new content every 4 months and its more popular than ever
@@TheNicolaas1 Ye I've went back to it a few times, always new updates and new stuff to explore!
Fantastic... one week... one person... scaled-down, you accomplished more than 8,000 people over several years. Well done.
No cow level. 0/10
But seriously, this is insane! Great job!
Of course there's no cow level. Never has been.
cow level? what are you talking about
you must be lying
@@minorminer Just stop talking about the Cow Level already! It doesnt exist
Thats more Diablo content than blizzard released in the last 3 years xD
You mean 20 years*
Wow, once you add microtransactions, DRM, extreme overpricing and start battling against freedom of speech for people that's practically a perfect Blizzard game.
So much hate. Standard gamur
@@SuWoopSparrow he s right, quit licking blizzards boot
@@xJinxxYT He may be right, but he speaks with the vigor of a person who still plays Blizzard games despite it all. Like a standard gamur, hate, hate, hate, but do everything the same. :)
Private forums, Facebook, UA-cam and Google are NOT covered by freedom of speech. They are private enterprises and they can delete and ban as they wish and don't even need to give you a reason.
All game compaines battle against freedom of speech because they are all LEFTIES!
1 GUY: 1 week 0$ = game
BLIZZARD: 200 people 8 years 10.000.000$ = trailer..
Ah yes because using pre-existing models is the same as creating things from scratch
Random noob on the internet: I can make game in 1 week after watching the video
Day 1: Download UE, try to make character
Day 7: Still trying to make character
Yeah but this is so accurate haha.
To be fair, he's using premade assets, like the Khaimera model as enemies, originally from the game Paragon but released for free by Epic.
@@gravityhypernova yeah but his knowledge of the blueprints tho.
lol so true, you forgot the part where this join the slackers discord and ask extremely basic "day 1" Ue4 use questions. like a 3 min beginner youtube tutorial could have shown.
@@gravityhypernova model =/= character....you still have to set up the character class to use the model with.
dino's are talented anyways
Ttue
I mean true btw*
This was a fun video, with that being said I have to facepalm hard when I see the comments.
The dude gets basically all assets from the asset store and creates some scripts and node trees so it's somewhat playable.
But here we are, people claiming he can do in 1 week what a game studio needs 3 years for, this is incredibly ignorant and deluded.
That's what i was thinking. It's really cool what he did, even when it's all with assets, but there's still TONS of stuff missing, let alone all the finetuning etc.
The asset store only gives you models unless you buy pre-made code which he didn't do. The models by themselves don't actually do anything so you still have to write all the code for their behavior, attacks, really anything. Otherwise they'd just be standing there doing literally nothing with no interaction whatsoever.
@@Madmonkeman I'm sorry that's not true, there is a boatload of free presets where you can just hook up your run/idle/attack animations in a pretty straight forward fashion like a simple node network.
Especially for prototyping as it's shown here.
And even when you do it from scratch it's not a lot of work to connect an animation to a trigger event like a mouseclick.
It's not like he's an idiot or anything, but it's not rocket science either.
@@TheLumberjack1987 Yeah setting up the animations is easy and it's easy to connect it to a button but programming AI and having those attacks actually do something takes work.
@@Madmonkeman it's really just the same thing as triggering animations, you trigger fx animations (which he also got from the store) the same way with an event handler and then you check if the mouseclick/projectile etc came within a certain distance of another object, if yes then substract x amount of health.
There are really basic presets for all of this.
And just to point it out, he mentions this in the very video AND he wrote it in the description of this very video.
"I made this 3D game in a week without coding using Unreal Engine 4. There is a powerful visual scripting tool called "Blueprints" in ue4."
And just to clarify, a visual scripting tool is a node network, exactly what I said in my original comment.
That also includes AI, it only gets complicated if you want VERY specific behavior, but just roaming around and triggering an event if it gets close to the player comes with the package.
The very person you defend here openly admits that he prototyped this with very basic presets and node trees and that's nothing bad.
It's really not that difficult, idk why you're even arguing about this.
Honestly, I think your game might have been better than d4 if you’d worked on it 2 years. Food for thought.
9:00 auto-pickup for currency? Where do I sign up for your game? I'm done with PoE
PoE doesn't use any currency though does it?
PoE uses currency orbs instead of gold, that double as crafting material. You need to pick up these orbs one at a time since they very rarely drop in stacks.
@@sineupp that does sound like some lame design choice.
Subscribe or I will eat you for breakfast
i did no worries
I already ate my breakfast
Try to make Game like Gothic 1 and 2.
I Will never subscribe 😎
would you like to have cereals as your breakfast?
I remember trying to make a dungeon crawler myself back in the day. I implemented an item generator that took the template(sword, axe, flail, hammer etc.) and material(copper, bronze, iron, etc) and combined them to make a random quality item.
Somehow, against all reason, it managed to spit out a flail hammer, literally a hammer made out of flail. Had good stats tho.
Ah, well I guess it could work as a weapon actually
Depending on the coding, a variable is not updated, when you expect it to, but a few steps earlier or later. If you filled the same variable for both factors, that could have been a possible reason.
The Flammer sounds like a great legendary item to have for a game!
This is very well done! I would love to see you go all out on something like a diablo 2 rebuild.
Something like fixing the plot holes, male And female versions of all the class characters, maybe add the monk from diablo 1, maybe make the class characters NPCs/companions, maybe introduce a customizable multiclass PC that can learn from the main classes, maybe some branching storylines like saving Blood Raven by exorcising the possessing demon, and anything else you want if you want, if this is what you can do in a few days when your holding back then you going all out would no doubt be amazing!
Either way keep up the good work.👍
Dani: Unity's Particle system can build anything!
Dino: Hold my _Unreal Engine Marketplace_
This made me laugh
xD
This is actually really impressive, especially for only a week of work. I’ve seen whole dev teams of hundreds manage a lot less with a lot more time (looking at you, Bioware). Not to mention this showed me just how many resources are available for game development. Great video, I’m subbing
The problem is a big team actually has to make all the art/assets they cant just click import...
and honestly this does look impressive but most of the effort is actually tuning..
To make this into anything that anyone would legitimately play for more than an hour messing around. would probably take 2-3 months. (which is still ridiculously low but, were not talking a masterpiece here)
The 1 week build stuff wouldn't actually work for a solid foundation to any full game, these are just prototype challenges that would produce large headaches in anything with size.
It would've taken more time, if he had to create stuff from scratch, and PURE CODE
assets
Except that it really isn't easy making a game that's actually fun, balanced, engaging and stable game.
I'm just starting out in game development joining week-long game jams, and developing prototypes like this is relatively easier and more accessible now, with all the support for indie developers from Unreal and Unity etc, but a lot of actual game development is not fun, its going over and redoing levels, art, code, endless playtesting, feature testing, over and over until the game is polished enough to release.
Doing prototypes is fun, fast and you don't need to worry about polish because its not a commercial product. Doing actual game release, you need to worry about code/resource efficiency, honing game balance for multiplayer games, dealing with network code, making sure levels flow well and have visual/audio cues to guide players, tutorials, key rebinding, quality and performance settings, localisation and a whole metric crapton of other work and considerations.
Add to that, unless you want your game to be viewed as another asset flip, all the art assets need to be done from scratch.
Not defending Bioware's more recent stuff, just putting things into perspective hopefully.
When the plot takes place in a world where there are only 2 survivors and there is nothing else to do , they don't want you to gather flowers or go take a letter to some old friend in a distant village all they want is to get rid of the monster that killed everyone that's all .
and the 2 survivors are 2 dudes XD
The video shows how little developers care about the game itself having a budget of hundreds of millions and how the spend it all on monetization and money-taking strategies.
@8:50 : a dupe is born
@13:20 : "i noticed abilities didn't use mana"..in my mind let's exploit that!
@13:47 : sanctuary 100%
@14:30 : enigma of peace hack found
@14:46 : budget cuts just got real lol, time to leave the ship
@15:15 : client wanted an axe, we gave him a sword..if it fits, it sits
@15:25 : every streamer's drop when playing poe
@15:38 : props for hardcore!
"Today i did more things in unreal engine than most people do in their life...and then i was really tired"
"And on the seventh day, he rested"
"1st Generation of Nephalm, could make the whole world from scratch... with only some words and the power of unreal engine " - Zoltun Kulle
....
...
..
He was right all this time.
He saw the future... That's pretty.... Kulle
This guy's got better AI than the new Dark Alliance game.
Wrong is something you are not
AGH HAHAHAHAHAHAHA fucking LAZY game devs this PROVES IT!
developed ai vs alredy made ai. why think when you can just comment...
Joke vs serious comment. Why have a sense of humour when you can just be offended on behalf of someone else?
@@RylanStorm jokes are funny when they are witty, your joke is dum and out of ignorrance, theres nothing funny about it. noone is offended.
I would have been like, "Yo, you couldn't have given me the Axe of the Hero BEFORE I risked my life to save your village?"
Yeah, video games logic ! xD
Well your not a hero before saving it so wouldn't be axes of heroes then,
Also if he rewards you before your done your mission then your might just leave and not save them,
How often are you really paid before you done your work?
@Holden Mcgroine Okay that's funny, but according to RPGs, you want new weapons so it's a good deal honestly
@Holden Mcgroine for an adventurer / bodyhunter or whatever that their job is to hunt down and kill stuff their equipment are much more valued to them then money,
getting an improvment on their weapons / armors or even parts that they can turn into equipment is huge for them,
money you can get from any kind of job but finding someone who have something better for you to replace your equipment with probably be a lot harder to find
Looks at least on par with Wolfcen. GJ. Could make money in early access on steam for the next 5 years.
Still a better coder than YandereDev.
Yanderedev so old
No
@@nidarith lmao
Yes, even when it’s not actually coding lol
@@ReiAyanami1712 its called "visual scripting" *rolls eyes
While I appreciate this video for what it is and am impressed with the speed you put it together it really is a prototype and not a "clone". The title is a little clickbaity.
It saddens me that the majority of comments are clueless/memeing on AAA games. Obviously you're talented and you understand but it seems most comments don't.
I worry about the next generation of future programmers and gamers who are just gonna think it's as easy as slapping together premade assets. Thats how all these scam games have come about and that's only going to increase as people learn to use these powerful engines instead of, for example, learning an actual programming language (and putting the hours in).
I saw your pinned comment but I just wish in the video you had a more robust disclaimer. Perhaps giving details and educating viewers as to what it doesn't have, such as "This has no network code, no cross platform play, the size of the world is 1/100th of a real game, equipping items doesn't change the characters appearance, there's only 1 class (let alone having to balance multiple classes)...." Etc etc etc, I could go on but I don't want to criticize too much as I understand you were doing this in 7 days as a challenge and for a youtube video. It would just be nice if maybe at the end you had a "todo list" of all the things that actually make it a proper game.
That being said it was entertaining and I found myself watching right to the end and commenting lol which I usually don't come out of lurking to do. So thank you and keep making more! 😂
D4? An AAA game? 😅 That alone is more worrying for future programmers than these kinds of videos.
Thanks, I'm agreed! The title is just how UA-cam works, it would be nice to have 100% accurate titles but it is what it is. About the pinned comment - I actually thought that it will be obvious but when I saw peoples reaction I had to make a comment and pin it
Was disappointed because the final boss isnt a dinasour :(
rofl
@@agilramadhan697 0:24 OMG ITS FCKIN PLASTEDIN????!!
The world would be a gaming world if dinos didn’t extinct
big truth
so those meteors are actually fired by our parents?
Maybe Beka Wang
"how i made Wolcen in 7 days" would be more accurate title
Absolutely. They sucks.
Last Epoch moreso with the floaty movement
It's not Wolcen, he didn't get stuck 100x times and his items didn't disappear.
What a burn 😁👌
Well, Wolcen use Cryengine...
Damn, already more finished than anthem. Well done
"Archus is a huge pain in the ass." Imagine seeing something like this in D4 lol
I kinda want him to finish this project, yanno... for science
Saaame I wish it could had more 😍😍😍
Surrrrreee for “science”
questions:
1)is it possible to improve the player animations and enemies to not look so much like hovering over the terrain and how?
2)why the game graphic details are not great and sharp but rather blurry and low fidelity? whats your pc specs?
1) yes it is.
2) no idea.
Hey Dino,
If i can bug the game and show you places, who never ment to be reached. Would you give the game a patch with new Content?
What i want:
1. If you press ESC you get a Menu with the options:
- Continue
- New Game
- Save
- Load
- Options
- Exit
(if you press ESC again the menu close and you can play again)
2. in the Options menu you have an Option to adjust the Master Sound in a Slide Bar from 0 to 100% (im okay with 10% steps if its easyer).
3. One new Dungeon and one new Set
If you accept the deal i will Upload a Video how to bug the game and reach Places Never ment to be reached ;)
Greetings Agarosfly
@Zebra zebra Pic and name but no zebra content? Only wow content.. sad
I am a full stack developer, always felt I wanted to check out gaming dev at some point, your channel is amazing and inspiring! Really thinking of trying it out lol
That's great to hear!
wait for UE5 for more fun then I guess
Damn dude, i got exhausted just trying to imagine the work and trial and error and dedication all this requires. The end result looks good and the spells/abilities especially looked better than some in poe and diablo.
yea but ask U5 to do what poe does and poof ultra crash
HOLY CRAP ! That`s really good man ... I`d play that !
Did not watch the whole video lol faker😝
@@MatrixEscape54 I DID ! Of course i know it-s not Diablo 4 but what he did if polished could be a cool game. On mobile or PC...
@@bubumic2971 you have not idea of what you're talking about.
I like how this dude spent a week and it looks better then most games lmao
the presets he uses are from people who have been doing it for more than a week
@@thatsnotmyname7462 how do I get these presets?
I'm very impressed, you did a better job in a single week than the whole Wolcen staff is doing for years now
To be fair he used blueprints
This is actually 🔥
"I wanted to include rectal physics..."
Oh, _ragdoll_ physics, yea...
Rectal physics is the next step after jiggle physics.
no no no, let's hear him out..
i think he just misspoke. i am hoping for rectal physics in his next game.
Game already looks better than diablo 4. Nice job. I'd play it.
>Makes a game in one week
>Still looks more finished than some EA games
>:D
Looks better than 80% trash people shovel into steam these days
To be fair he is reusing assets. the modelling/animation is what takes the majority of the time in making games.
@@MatPandaZ So are most shoveled games in steam. Also pretty sure big companies do it too - they just have skills to make new hair and slightly change face to make it look different faster. Edit: assets from their own games
No it doesn't lmfao why do we have comments like this on every game-making challenge video
@@SurrealLeaf Not really no. What a ridicuous thing to say. They don't buy up random asset packs and reuse them. They may reuse assets from their other releases but they certainly don't use community packs that are also used on 3000 other games.
this is an accurate representation of how much work Blizzard puts into the Diablo franchise nowadays
or any other of their IP's for that matter..
So blizzard has been one guy this whole time?
nah, it's a company composed of 80% executives who do nothing but benefit from the profits, 15% people who think of microtransaction plans, 4% maintenance (janitors, electricians, errand boys, etc.), and 1% developers who spend 2 hours per month working on their games
No wonder it takes 15 years for them to make a game.
Some random guy posts a decent Metallica cover song
UA-cam comments: "This guy is sooo good!!!! He should start recording music and then go on a worldwide concert tour selling out football stadiums!!!!" ...
Dont be a disgusting Blizzard fanboy please.
@@JBrander 1% of developers that are completely overworked and don't have enough resources, team members or effective leadership to be efficient.
Now that diablo 4 is out I will tell you sir. Make your own game. Now is the time.
This boi made Diablo Immortal.
Hire this Dinosaur and give him Bobby Kotick's Salary.
Little Bobby is a tick alright.
Ok to someone who never touched game making this looks amazing. I need a Diablo 1&2 remake asap!
They remade Diablo 2. Coming out the end of August or September
Congrats d2r comes out next month!
@@DeceptionWho and it is basically the same game with early 2000 graphics with 2021 level cut scenes
As a d4 player i can confirm this is better than d4
I'm in awe. I wish I could slam something together that fast. I've only ever worked with RPGmaker and Dota 2 modding tools, but always wanted to branch out and learn something more worthwhile. A damn fine piece of work you did here.
Well then get yourself out there ! What's keeping you from doing so? Dreaming will get you nowhere dude
don't worry my guy
I've been using scratch for 4 years now and still don't know crap about unreal engine or anything else
You can do gorgous stuff in RPGMaker, but you gotta touch the "'Ruby" side of it (sourcecode)
Watching you make "simple scripts" in 5 seconds
Me: opens up unreal engine to make the game
Also me: *realises I cant script*
@Chief Roomyoni I am even confused at blueprints though 😭 haha
@@neocroncat bruh
Haha I'm 13 and I am also making a game lol
@@neocroncat it actually isn't hard
@@lonewolfchf4072 oh damn, I'm sampling unity for now, then I'll be popping to unreal, think I'm going to get used to the c++ code prior to unreal blueprints, makes things easier for me :)
"Unreal Engine 4
Pros: Build things fast
Cons: no kitties"
Now THAT'S a dealbreaker!
I have an idea.
Make a game that has the soul of Diablo 1.
Meaning;
- action rpg
- random map generation every time you start a new game (so each playthrough will be different)
- random monsters generation (as described above)
- fantasy setting, preferably dark mood.
- random drops
- enemies scale to player with a variable, could be weaker or stronger, depending on the RNGesus)
- to avoid any blizzard harassment avoid their proprietary names and icons. No need for vials of health / mana, create a different format.
- you can crossbreed monster names from other similar setting titles, like elder scrolls.
Make a free demo with 2 levels( with a change to spawn a miniboss on level 2)
If you did it right and it catches up be prepared to make a priced full version with 16 levels.
There is a market for that, none of these constant auras and DPS and crazy magic and idiotic stacking bonuses. Keep the nice and simple action RPG that launched it all, just with modern graphics.
The thing I liked about Diablo 1 was the scavenge-y ness of it, and the dread. "I sure hope this room isn't filled to the brim with Skeleton Archers...", instead of "Oh some amount of enemy. Screen nuke." More of that Rogue-like DNA.
@@Soumein Good ol' 90s games. Introducing revolutionary things.
The random generation of content was great. Titles like Fallout 1, 2 Diablo 1 and 2, were great for replayability.
Things lost in the present day of microtransaction and pay to win
This Dino has lots of skills.
Hey, try making a mobile FPS game or a pc FPS game.
after studying all night c# (I'm new to coding and I'm teaching my self) came across this video and absolutely got mind blown!!! like this is insane!!!! I wish to be able to do this one day but with code!!! congrats and keep up the good work
I made something similar with code...took me lots of time and lots of tutorials and forums
Given the Unreal Engine also provided "off the shelf" multiplayer components, would it be actually that easy to implement basic multiplayer mode?
It's pain in the ass, unity in this term is better you can implement many thing dotsnet, mlapi, zloger, pun, mirror etc etc
Here's what I think about pros and cons.
1) Speed of coding. I'm not convinced that it is faster to develop with blueprints rather than coding. I guess coding takes longer to learn, but if you compare professional programmer with professional blueprint user - I don't know if one would be that much faster than the other, especially long-term. But maybe it does. I dabbled with BP's, but I lack the deep knowledge to say. My educated guess, however, is that coding is still faster if you do it professionally.
2) Bullying is for losers. In my opinion, if you achieve the result - that's a good thing. It's better to achieve the result sub-optimally than have no result because you don't want to learn coding. If BP is fun for you - go ahead and don't listen to anyone telling you otherwise. But it's important to know the drawbacks.
3) That drawback - is execution speed and generally sub-optimal executable, both in terms of speed, memory and size. That's totally true. How much does it matter though? Well, if you are developing a small indie game, chances are that it will run on anything that can suppoer Unreal Engine regardless. Who cares if it takes 10% CPU instead of 4% if it was written in perfect C++? Who cares? It is not supposed to be used for intensive tasks.
But if you are developing something big, then you may feel the hit to your system requirements. It'll still run, but your recommended specs will be higher, and that means that more of your potential users will experience poor performance. This obviously affects sales somewhat. How important that is for you as a programmer/studio - is honestly your own decision. You should just be aware of that.
If point #1 is actually true, and the development is faster with BP's - then there's an argument to be made that you actually save more money than you lose by simply saving dev time. For a studio, time is very expensive. if you can cut it down by 10-20% - then it may have been worth it to tolerate the performance hit.
I'm a programmer and I havent been dabbling with games too much but the little xp I have I dabbled with BP and my impression was similar to yours, namely that it would be faster and better to do it with code.
Plot twist: He is the creator of Diablo!
nah it's not, otherwise diablo could have been released on mobile, for sure.
If it was true he wouldn't had fixed the bugs.
No, that would be David Brevik, the original creator of Diablo 1 and 2.
With this voice he was probably 3 years old when Diablo was created
HAH??
Could you upload the actual Unreal Engine project so we can look at how you made everything? Thanks!
I guess the real reason why it takes devs so long to make games is basically figuring out what they are making in the first place. Going through different tests and seeing what fits their collective visions. They could be working on a game for months if not years and then end up scrapping it all and starting again.
I'd love to see you make a 2D or 3D platformer in a week..... going to check your video library now and Im going to check out CORE it look interesting.
The real reason is because it takes so long to make custom characters, rigs, animation, assets etc not use basic free shit that's already setup from the marketplace for free.
Good game mate. To all the comments that are comparing it to diablo 4, this is a fanmade game and the amount of work can't compare to a real production
This was quite epic. Love how you clearly put a ton of work into making something like this. Really hope this video goes viral. Loved it.
for the time used to make this. THIS IS INSANE. You should assemble a team and create a AAA game!
Its crazy how easy you make this look when its astronomically difficult to understand how to use these tools x'D great job
Just like anything else, like a building a chair, when you learn the tools the process is simple. Game development has never been easier, as the tools allow you to pretty much drag and drop components which would have otherwise taken dozens of hours to build. There are 4-6 month programs at local colleges if you are interested in this sort of stuff. No background required.
I am a programmer, making something like this kind of video in a short period of time doesn't mean that creater can do it same thing in a real service situation. It was created in such a short period of time because a tons of problems to be considered in the actual service situation were omitted in video.
I hope people don't think that Blizzard developers are incompetent.
you should say "This game has sound with the upcoming DLC."
😹😹😹
$5.99 to hear the game
@@actualteddybear891 And then another $7.99 for a music pack, to add music!
$4.99 for blood dont forget the blood price!
I wish that there would be this type of video for all game genres to encourage people to made what game they want. But making a game is very hard work and very time consuming as well.
It's impressive how much you did in just 1 week. I loved Diablo 2 and I remember that crazy mouse clicking, I wish that there would be just one click for auto-attack.
It's time consuming, and yet he made Diablo 4 in a week XD
go back to diablo 2 now and try hold attack on a monster instead of clicking, that is auto attack. u welcome. works in poe too and other rpg, you can keep attacking enemies off screen that way too if you are ranged
Small indie company can't fix a bug.
Actual indie dino: hold my beer.
This is better than most of the cash grab trash you see some Steam. Crazy.
Diablo clone 4 Smash! Literally just another anime sword guy!
Rhythm game in 1 week. (or you cant lol)
I've noticed you are using my "SDF Robo Progress Bars
" :) really cool!
My fav progress bars
"I'm not allowed to write a single line of code" - proceed with blueprint, which are basicly a graphic programming language.
It's like says "I'm not writing letters, I'm drawing them".
A more accurate analogy would be like instead of writing, he chose written words out of a pile and put them in order to write sentences
"Mom, I want Diablo 4!"
"No, We already have Diablo 4 at home!"
Meanwhile at Blizzard: "Yeah guys its gonna take us 6 months to fix this bug."
Meanwhile at The Isle: "Yeah you're grandkids will be able to play the game on mars."
some times fixing bugs can have a cascade of errors causing more things to break in a game, for instance say they fixed a boss bug on the 1st raid, that could ripple down the raid and cause other things to break, now if that bug on the boss only happens 1 in 2 thousand runs its not worth fixing, if its gonna take them 200-300 hours if not more to fix the other bugs it causes....
some times bugs are just lets re write this tiny bit of code, it might require complete rewrites of thousands of lines of code depending on the problems it causes!
@@CurseOrGame "Sometimes".Not always.
In case of blizzard...it usually just "we dont wanna do it unless it means more money."
Last AAA game i played was anthem.These assholes never had any time to fix bugs or make content.
But their item shop worked perfectly fine.No troubles there.Not even a single one.
See.
and a budget of 3 million dollars. 85% will go to the CEO and during this time we'll have to fire 30% of our employees because they are too expensive
Bug is fixed. Bug fix wil hit live soon™
6 months later *crickets*
Fantastic work! It's incredibly motivating to see what just one amazing developer can do in a week with Unreal. This inspires me to no end. Thank you for the video!
Except you can't. If you go out there with every single thing in your game stolen or copy and pasted you will get sued for sure. I hope you are a great composer and musician too. And a great writer to write the whole game story and dialogue, Etc etc. This makes it look very simple when it's not. You can't just steal models you have to make them yourself. Do you know how to draw? Create 3D models from scratch? I am glad you are inspired to learn but please don't think this is the way.
@@OSGondar you can use paragon chars for free in your game no?
he didnt write a single line of code, he isnt develloper is maximum game DESIGNER
@@dabnoj depends on the licence they have
99% of the things he used out there are free for PERSONAL USE if he did want to sell the game or have any income from it... the license doesnt allow it...
copy paste only work in bad schools
When he realises someone reversed the intire diablo 1 and made it open source
Making game prototype is always easy, making finished game - is an art.
Copying code a not ganno help if you dont know how it works making a code on the other hand is far more useful since you know how to change it, but you can always study the copied code if your not lazy
@@MuhammadHosny0 good point
@@xanaramus "finished game" is so subjective..
I have been working with Unreal Engine 5 since it was first demoed to developers. It is funny how people from indie to AAA all bash it because its "not coding". It absolutely follows the same design philosophy and syntax that C++ does for Unreal Engine. GetActorLocation() functions the exact same as pulling up Get Actor Location node, you then need to set GetActorLocation() to a variable so you can do something with it, its the same as pulling off the vector blueprint node. One advantage Blueprint has over native C++ is its context sensitivity. Rider For Unreal IDE by Jetbrains has this as well but its not well supported in Visual Studio. Rider also isn't free. Unreal doesn't just let you do whatever you want, it has a particular way it wants to handle things so the innate, in-editor, context sensitivity really allows you to learn how to write good code in Unreal.
Blueprints are great and well written blueprints have no realistic speed disadvantages. I have also converted so many blueprints to native C++ that trust me the syntax and everything represented in blueprint nodes will translate well to C++ and C++ workflows and logic can be added to blueprint. If you know nothing about gameplay programming and programming in general it isn't going to be easy to just pick up Blueprints
Epic shipped Fortnite on blueprints and there have been numerous indie and AAA games shipped on 100% Blueprints. Epic Games only converted their expensive Blueprints to native C++ when they wanted to release Fortnite on the Nintendo Switch supporting 60 FPS. But that is also a 100 person multiplayer battle royale with building and a mostly destructible landscape and buildings, so client server replication and everything has to be incredibly fast. In which case C++ is better.
Blueprint (which is not real programming) is NOTHING like C++, and even Unreal C++ is nothing like actual C++. Unreal C++ is effectively glorified scripting language with most of the difficulty removed due to the garbage collection and object lifecycle management abstractions. You have no idea what you're talking about and you're wrong about speed too. Blueprint is generally two orders of magnitude slower than C++ even in very simple situations. It destroys performance and no competent (or real) game developer uses it. It's a joke and a toy, but Epic Games maintains it because it's good for marketing in that people who aren't smart enough to code or make games will get pulled into the Epic Games ecosystem (and by extension the Epic Games Launcher AKA the Epic Games store) if they mess around with Blueprint a bit, but Epics knows that no one who needs it will ever make an actual game. And no, Fortnite wasn't done in Blueprint; some Blueprint was used in it as a marketing stunt but all of the important systems are in C++. There was a relatively recent update to Fortnite that greatly increased performance, and this was actually done by removing even MORE Blueprint from the game. So essentially the Fortnite of today has even less Blueprint than it did at release.