🌍 Unity Dev Days Sale! assetstore.unity.com/?aid=1101l96nj&pubref=openworldassetgame 👍 Asset List assetstore.unity.com/lists/list-6872516010018?aid=1101l96nj&pubref=openworldassetgame 🎮 Wishlist my Steam game! cmonkey.co/dinkyguardians 🔴 RELATED VIDEOS 🔴 The PERFECT Pathfinding! (A* Pathfinding Project) ua-cam.com/video/46qZgd-T-hk/v-deo.html Simple Enemy AI in Unity (State Machine, Find Target, Chase, Attack) ua-cam.com/video/db0KWYaWfeM/v-deo.html How to FIX Read-Only Animations (and Edit Humanoid Animations inside Unity) ua-cam.com/video/bZW2IEmwOEg/v-deo.html Make Awesome Effects with RenderTextures! (Minimap, In-game TV, Camera to Texture) ua-cam.com/video/Ah2862Gz3_s/v-deo.html Polish your game with my Mouse Cursor System PRO! (Make your game STAND OUT!) ua-cam.com/video/wI7ug-6hdcM/v-deo.html
I'm glad that you are putting yourself in your videos, now! I myself am planning to do so as well (although the video is about Godly dreams, so a very different topic) and seeing you do it is encouraging for me! But I appreciate seeing you, and I hope you are doing well! :) Thanks Code Monkey,
🌍Hey everyone! This is an interesting video using a bunch of assets to make an open world game. I set it up as a Premiere to match when the asset store sale refreshes. I hope you like it! Thanks!
@@rushikeshpaleSorry but I know nothing about cricket, I'd advise you to look into what you want to build and break the problem down into its core components then search for how to build each of those components, it's unlikely you'll find something on making a specific cricket game
@@CodeMonkeyUnity yes! I find whole internet but I didn't got any video on cricket game. It's okay I will make players and stadiums from blender and unreal engine I will use ... Thanks for your reply😊✌️and I will reply you in 8 months how much I completed my work on cricket game...
@@rushikeshpale Most UA-camrs are Americans - I would advise looking up how to build a Baseball or Rounders Game and then adapt the approach to suit Cricket.
FPS tip: Most realitic games do not show hands that much since that is unnatural, hands infront of face is awkward. So they are hidden below and only some parts of the hand is visible, not the whole arm. And if swords are selected the sword has to have an idle animation that focuses more on the blade than the handle. PS: result were awesome.
You really inspire me to learn how to make games. I always wanted to do that as maybe a job but felt too much pressure to succeed and fear of failing, but the way you do all of this so seamlessly makes me want to learn, since you make it look so fun!
heh yeah doing it on the side is much less stressful than when it's your day job and you desperately need sales. I definitely felt a ton of stress when my second game flopped and I was pretty concerned about the viability of my job
@@DagnirRen It's free on his channel, there's a singleplayer course that goes through how to make the singleplayer version of a kitchen game then the multiplayer course shows you how o implement multiplayer into it
@@DagnirRen kitchen chaos course, it uses netcode for game object. I didn't follow the single player course and still be able to catch up with the multiplayer one. So i think it pretty easy to understand yeh
this is seriously very useful. I'm tryng to figure out what tools to use at the moment, and seeing these tools and the steps you take to make the game is SO incredibly helpful. I hope you do more of these in the future, even if it's small simple premises
This is my first video for him...what exactly did he program here? He...bought assets and premade solutions and put them together.... If I missed something let me know.
@@brazenzebra9581 I think this was supposed to be a proto-type, so he didn't create everything from scratch. The logic for the game was done from scratch though.
Nope, you didn't mess anything. He just bought a ton of assets and cobbled them together, it's a showcase of 'look what you can do with the asset store' and not so much about programing this time around@@brazenzebra9581
Nicely done! Obviously, it depends on how you define "Open World" game to determine whether you passed the challenge or not, but the fact that you can juggle between those plugins in just one week is pretty awesome! I've done this kind of challenge too once, and it took me weeks!
I guess I was thinking 'open world' and realized I haven't really defined it, in my mind so was a tad disappointed in how simple this was. I am SURE you're going to spice this up in your game, like having resources build while it's out of view and so forth. I need to retry Gaia, I am doing a stylistic world, and these generators always are very umm flat and weak. Also, I think you can't really interact with the trees, maybe that was a unity terrain thing and not Gaia.
This could definitely be expanded a lot more, with the basic world set up it's just a matter of content creation and adding tons of things I'd love to spend more time fleshing it out a bit more but right now I'm really focused on trying to finish Dinky Guardians so I really didn't want to divert way too much time on this quick project, just wanted to do some fun quick research and get back on track on my current project
love ur tutorials, especially about miscellaneous small things like making a sniper scope, also bigger things like multiplayer (even though I failed miserably and just went on to use a free package) Cant wait to see how you will go about this, a devlog always has hidden learnings in it
Wow, out of everything, that responsiveness was the slickest thing. The character moved fast, hit fast and felt like an Overwatch character with it's speed. Even the plane summoning, grabbing on and ejecting were slick and had the same punch to them. Pretty dope.
From Overcooked tutorial to netcode with game objects and now to DOTS. I love your videos and how you explain things step by step. Can't wait to see a full game tutorial from scratch to finish using DOTS xD PS: this was somewhat a video request haha Keep up the good work man :) o7
That's definitely on my list, I wanted to cover DOTS in July but I was sick for a few weeks so it kind of messed up my schedule, hopefully I'll have some DOTS 1.0 content in August
I think DOTS is nice as a solution, but I feel the need and think they are missing something. It would be nice to have a data driven design solution. DOTS is data orientation, and it's intended for performance. It's overcomplicated when you don't require that much of performance, it would be nice to have mid-term to use a data driven design without overcomplicating things. My main problem with that is the amount of components it requires for a basic thing like simply having a Transform, or the need to take care with each code because some API doesn't work with it.
Would you ever consider doing code reviews? Like we can send you our source code and you discuss common mistakes you see in it or modifications you'd consider making?
It's an interesting idea but I don't think it would make for an interesting video, I have thought about reviewing my own code for my old games since those are bound to have tons of issues so perhaps I'll experiment with that format someday. The channel The Cherno has some interesting code review videos, sometimes they seem to do well and sometimes almost no views
I'm honestly impressed, this does help quite a bit, using assets is really a great way to either make a quick PROTOTYPE or to make something quickly for release But i wouldn't go for assets personally if the project is meant to be dragged for long as they would most likely get in the way (Custom feature that is hard to add, breaking updates, bugs that you can't really edit in some licenses..etc) Great video nevertheless, an inspiring man as ever, well done
Hey code monkey! I'm in portugal for a few days, I told the wife I was keeping my eyes peeled hoping to see a code monkey shirt walking around the streets where we are visiting! Were from the US! Visiting lisbon and other areas around.
heh I only have one shirt so I only use it when recording, sometimes use a Unity hat! I hope you enjoy Portugal! I enjoy running around Torre de Belem, it's a really nice area!
One possible mayor downside of using external third-party assets, like Gaia, for example, is long-term support. A perfect example is 'Vegetation Studio Pro'. An incredibly successful and beloved asset that simply did not receive support and has fallen quite massively. The more third-party assets you use the more vulnerable your project becomes. If you plan to continue developing your game after the initial release, like Rust, for example, having such a vulnerability can put your entire game at long-term risk. If this is the type of game you are thinking of making, then I would say you should only use third-party assets that are not tightly integrated into your game, like the GPUInstancer or Microsplat. Tools like Gaia or Vegetation Studio are great but if they stop providing support in the future, it can not only substantially yield the development but potentially even kill your game. In this case putting few extra months in development is worth it in my book and you also know and have more control of your game's in-and-out systems.
Note: The Vegetation Studio Pro asset seems to be gone completely. The developer quit and is not working on the asset no more. If a game would have such a system tightly integrated into the game, this would be quite a setback... And imagine if you have many third-party assets tightly integrated into your game. Definitely a bad idea, in my opinion.
Yeah that is always a potential concern, although also depends on how long you develop your game, if it's a 10 year game like Rust then yeah that's a big concern, but if you're building a6months-1year game then if the tool is great in the present it's unlikely to completely vanish in that timeframe
Thanks for the inspiration yet again man, i was just stuck after finishing a small personal project now i wanna do something like this in a small scale lan multiplayer
Another great video, its quite impressive what one developer can leverage with some of the tools. Only caveat there is the cost inhibitor that some of these assets can be. Have been interested in checking out the Gaia package for some time and now you have given me a reason to pick it up. Any new updates on your dinky gaurdians game?
I finally got back to working on the game this week, just put out an update yesterday improving a bunch of things on the tutorial and main menu, hopefully next week I'll be able to do a bunch of progress on a few more mechanics, thanks!
Your videos are amazing mate, can't wait to see how this goes :) Curiously, would you ever consider a tutorial for a node editor mechanic (similar to Unity shader graph) I think nowadays they're a great visual choice for complex interactions and there isn't much around for them.
How to create a custom visual scripting tool? Unity had a tool for doing exactly that which they mentioned they were working on but I don't know what is the status on that
@@CodeMonkeyUnity To be honest with you, I've been working on a spell crafting system that uses a visual tool to create behaviours. I like your style and approach so I was curious if it was a mechanic that crossed your mind at all :) Thanks for the reply mate!
Hey i would like to suggest some videos tutorial! About kinematic asset and Gaia terrain generator, it would be great. Anyway codemonkey everything i know is thanks to you, if i ever be successful i will give you credit in game and some easter egg too. You are great, keep it up! Also i m really happy you are sponsored by unity again!
Yup after learning to use these tools I'd definitely like to do some deep dives/reviews on them, just need to find the time! Thanks for the kind words, I'm glad the videos have helped you!
Nope but hopefully I'll be able to do some more asset reviews in the future. For the shader the Quibli shader is really easy to use, just play with the settings on the shader and it looks great
I was looking into Gaia but i have one question, can it be useful for farming resources or land terraforming uses? for example, for a survival game where you need to chop trees, mine stone, iron and other things, and also be able to build, dig in the ground, and much more. Gaia´s cost is $289 and with 50% $144, wouldnt pay that kind of money as an indie dev if i only get a procedural map with no functionality like the ones mentioned.
The trees and the buildings that are dynamically placed are just prefabs, so they can have whatever logic you want so I'm pretty sure that scenario is possible
To the guy in live chat who said Microverse is better than Gaia: They're different tools for different purposes, you can't just compare them like that. Gaia replaces Unity's terrain and is intended for procedural worlds. Microverse, however, is just an automation tool for Unity's existing terrain. It's not procedural generation, it doesn't have world streaming, you just hand-place stamps and set rules for them.
Hey , Can you make a tutorial on how the mission systems are handled in open world games , like having mission , side missions and then spawning correct enemies during missions and the boss wont be there in normal time ?
I was reading though some of the comment's, and I saw that this video is for the unity sale. I was about to ask you if you will be do the premieres more often, because I do not like them, but you have already answered that question. But I am just wondering, why did you not just Schedule the video? I love you content so keep it up!
Unity needed the video link to be publicly accessible in order to prepare the page, so the option was a premiere or launch the video before the sale. I didn't want to launch before since the assets will only be discounted when the sale starts so I used the premiere But yeah don't worry, I'm not a fan of premieres so I'm not going to start doing them regularly, this was a special case. Thanks!
The tricky part is converting the world position into a screen position, you need to find the edges in world space for the minimap texture, then do some math to normalize that world position and convert it into a screen position. It was indeed a bit tricky so I might cover it in a dedicated tutorial, thanks!
I haven't wanted to touch 3D since it seems so difficult but this blew my mind! That Gaia asset reminds me of games like Conan where the map spawns in and out as you walk around. That's crazy you can use an asset for that now. If I had custom trees or ground textures, could I use it with that Gaia asset or is it just whatever is built in?
You have smart assets usage. I would like to know the fps when the camera shows a far horizon of terrain, I saw the occlusion culling of the terrain when not being rendered by the camera, but I do not know if it is enough for good performance (maybe yes in your PC but not in low devices). Did Gaia create by default this load/unload terrain chunks? Did you consider using LOD for terrain chunks? I do not know if Gaia 2021 has the tools for both operations or if are needed for a project like this one. Thanks for sharing your experience
The fps is very fast when standing still, it only dips when moving fast and it's loading and unloading terrains, they have presets for mobile/PCs I believe they do support impostors and terrain LODs although I didn't have time to research that part
I get that Code Monkey is like a god of game dev, so making a open world with assets in one week is doable for him. Honestly idk, kinda demotivated me and motivated me at the same time. It looks so simple but here I am struggling to make an inventory system for a week
Don't be demotivated, just remember that I've been programming for 25 years and using Unity for almost 10. So if you don't have that amount of experience then it's perfectly normal that you're in a different part of your journey. Like myself I only started going to the gym at the age of 27, if I compare myself with people who started when they were 15 then I'm definitely much weaker, that's normal. Just keep on learning, that's all that matters, best of luck!
I made a Vector3 currentPosition that is interpolated towards the final target position Then another Vector3 noiseTargetVector where every 0.1 seconds generates a random vector And another Vector3 noiseVector that interpolates towards noiseTargetVector Then I moved the transform.position towards currentPosition + noiseVector That way the object that has the trail is constantly moving towards the final target position with a bunch of noise rather than going perfectly straight
Code Monkey why there is no any suport I mean tutorials from unity to how upload or publish the project from unity to consoles like Xbox ,Ps , switch, steam ....
Because that process usually involves signing an NDA where you cannot talk about the process of uploading to those consoles. So sadly tutorials on that topic just aren't possible
Yup experience but specifically experience with completing projects. One thing that really helped me was the 5 years I spent making Flash games where I made 40 complete games, that really taught me how to start and finish projects
Hi @CodeMonkey please create a tutorial or a small udemy course on how to create a open world with GIA as there is not much resources on the internet around this and a detailed guide will be really helpful
Code i saw a video of a bunch of players attacking a dragon and this creature was doing an animation of small movement like "taking damage" but he keeps attacking it was like an small shake in all his body but the general animation still going any idea how to achieve this kind of effect?
It could be an animation layer, where you can select body parts and play different animations on each, I did something like that in my third person shooter video unitycodemonkey.com/video.php?v=FbM4CkqtOuA unitycodemonkey.com/video.php?v=luBBz5oeR4Q Or alternatively you can use Animation Rigging to add some IK, perhaps to the body and then dynamically make it get pulled back when hit unitycodemonkey.com/video.php?v=LEwYmFT3xDk
There isn't that much gameplay, it's mostly a proof of concept, so I didn't make any playable builds But if I have some time to expand this a bit more I may look into it, thakns!
I am making an open world game it’s going quite well but right now I started to make a simple game so I can get a small number of cash to by some assets and do stuff
Yeah I definitely do not encourage starting with an open world game as your very first game. The tools that exist nowadays are indeed awesome but you should still start much much smaller
In Unity, yes you can. But is it going to be a good open world game? It can be pretty decent, but unless you do everything from scratch the game will always have "lag spikes" caused by the garbage collector loading and unloading terrain LODs, for instance, but also other problems caused by other things in the engine that don't scale well.
That all depends on the size of each terrain, to minimize that I intentionally chose a small terrain size but many more terrains, that way loading/unloading just one chunk is pretty fast
This is what we call an asset flip. :D BTW great video I really wish to see course or tutorial about creating open worlds in Unity without using 3rd party packages.
Asset flip is when you take an asset and just use the demo scene and call it your own, clearly that's not what this is. I generated the map, I created the castle, I set up all the logic for the plane, incorporated it with the character, created the enemies, etc, etc. It's definitely a barebones prototype but not an asset flip, if you use all the tools at your disposal to make something original then you're making a game.
🌍 Unity Dev Days Sale! assetstore.unity.com/?aid=1101l96nj&pubref=openworldassetgame
👍 Asset List assetstore.unity.com/lists/list-6872516010018?aid=1101l96nj&pubref=openworldassetgame
🎮 Wishlist my Steam game! cmonkey.co/dinkyguardians
🔴 RELATED VIDEOS 🔴
The PERFECT Pathfinding! (A* Pathfinding Project) ua-cam.com/video/46qZgd-T-hk/v-deo.html
Simple Enemy AI in Unity (State Machine, Find Target, Chase, Attack) ua-cam.com/video/db0KWYaWfeM/v-deo.html
How to FIX Read-Only Animations (and Edit Humanoid Animations inside Unity) ua-cam.com/video/bZW2IEmwOEg/v-deo.html
Make Awesome Effects with RenderTextures! (Minimap, In-game TV, Camera to Texture) ua-cam.com/video/Ah2862Gz3_s/v-deo.html
Polish your game with my Mouse Cursor System PRO! (Make your game STAND OUT!) ua-cam.com/video/wI7ug-6hdcM/v-deo.html
Your channel's positivity kept me going. Now, after two years of learning, my game is headed to Steam!
I'm glad that you are putting yourself in your videos, now!
I myself am planning to do so as well (although the video is about Godly dreams, so a very different topic) and seeing you do it is encouraging for me!
But I appreciate seeing you, and I hope you are doing well! :)
Thanks Code Monkey,
🌍Hey everyone! This is an interesting video using a bunch of assets to make an open world game.
I set it up as a Premiere to match when the asset store sale refreshes.
I hope you like it! Thanks!
Please can you make a cricket sport game please make tutorial of it...... It will be so wonderful for everyone it's my dream game to make please
@@rushikeshpaleSorry but I know nothing about cricket, I'd advise you to look into what you want to build and break the problem down into its core components then search for how to build each of those components, it's unlikely you'll find something on making a specific cricket game
@@The_Gamer655 I have Unity Pro but everything here can be done with the Free version, they have the same features
@@CodeMonkeyUnity yes! I find whole internet but I didn't got any video on cricket game. It's okay I will make players and stadiums from blender and unreal engine I will use ... Thanks for your reply😊✌️and I will reply you in 8 months how much I completed my work on cricket game...
@@rushikeshpale Most UA-camrs are Americans - I would advise looking up how to build a Baseball or Rounders Game and then adapt the approach to suit Cricket.
Yes you can
💀
FPS tip: Most realitic games do not show hands that much since that is unnatural, hands infront of face is awkward. So they are hidden below and only some parts of the hand is visible, not the whole arm. And if swords are selected the sword has to have an idle animation that focuses more on the blade than the handle.
PS: result were awesome.
Good tip! Thanks!
Np
@@grak1396an open world zombie game where you're a zombie sounds awesome
What if you are playing as Palpatine
You really inspire me to learn how to make games. I always wanted to do that as maybe a job but felt too much pressure to succeed and fear of failing, but the way you do all of this so seamlessly makes me want to learn, since you make it look so fun!
heh yeah doing it on the side is much less stressful than when it's your day job and you desperately need sales. I definitely felt a ton of stress when my second game flopped and I was pretty concerned about the viability of my job
Truth is the amount of failure you experience is just the measurement of you skill and I know what I am talking about :D
Im currently learning your multiplayer course, really helpful my man😊
That's awesome! I'm glad you're learning a lot! Thanks!
Which course bro? Is it free or paid?
Trying to make my own projects too 😊
@@DagnirRen It's free on his channel, there's a singleplayer course that goes through how to make the singleplayer version of a kitchen game then the multiplayer course shows you how o implement multiplayer into it
@@DagnirRen kitchen chaos course, it uses netcode for game object. I didn't follow the single player course and still be able to catch up with the multiplayer one. So i think it pretty easy to understand yeh
Its a fantastic course!
Changing the color of captured castles on the minimap would aid the player keeping track of their progress. Interesting video/advert.
this is seriously very useful. I'm tryng to figure out what tools to use at the moment, and seeing these tools and the steps you take to make the game is SO incredibly helpful. I hope you do more of these in the future, even if it's small simple premises
This is impressive!
I am studying your course Learn Unity Beginner/Intermediate 2023, and I love it! Thank you for all you are doing
Nice! I hope you're learning a lot!
This was awesome, thanks for posting this, i love seeing all the creative ways you can use assets
This man is easily one of the best programmers I have ever watched.
Agreed!
This is my first video for him...what exactly did he program here? He...bought assets and premade solutions and put them together.... If I missed something let me know.
@@brazenzebra9581 I think this was supposed to be a proto-type, so he didn't create everything from scratch. The logic for the game was done from scratch though.
Nope, you didn't mess anything. He just bought a ton of assets and cobbled them together, it's a showcase of 'look what you can do with the asset store' and not so much about programing this time around@@brazenzebra9581
@@brazenzebra9581 Day before II XDDD
That Plane System Is Aweseome! Can You Make A Tutorial On That?
Nicely done!
Obviously, it depends on how you define "Open World" game to determine whether you passed the challenge or not, but the fact that you can juggle between those plugins in just one week is pretty awesome! I've done this kind of challenge too once, and it took me weeks!
Assets are amazing. I’m a beginner, so such a timesaver is a big help! Thanks for the content!
keep it up with your work! Your contents are hidden gem!
Great video, very straight forward and nicely put together.
Nice if the Icons changed when you take over the castles, to signify you have taken it.
I guess I was thinking 'open world' and realized I haven't really defined it, in my mind so was a tad disappointed in how simple this was. I am SURE you're going to spice this up in your game, like having resources build while it's out of view and so forth.
I need to retry Gaia, I am doing a stylistic world, and these generators always are very umm flat and weak. Also, I think you can't really interact with the trees, maybe that was a unity terrain thing and not Gaia.
This could definitely be expanded a lot more, with the basic world set up it's just a matter of content creation and adding tons of things
I'd love to spend more time fleshing it out a bit more but right now I'm really focused on trying to finish Dinky Guardians so I really didn't want to divert way too much time on this quick project, just wanted to do some fun quick research and get back on track on my current project
great stuff! it's awesome to know what tools are out there and what they're all about in a concise video. thanks for being inspiring and educational.
My guy throws around the term “basic logic” like candy 😭
heh yup it all depends on the level of experience
love ur tutorials, especially about miscellaneous small things like making a sniper scope, also bigger things like multiplayer (even though I failed miserably and just went on to use a free package)
Cant wait to see how you will go about this, a devlog always has hidden learnings in it
Ah, so nice and easy to do then !!!!
Great work. Scary what a person with this much knowledge can knock together!
Wow, out of everything, that responsiveness was the slickest thing. The character moved fast, hit fast and felt like an Overwatch character with it's speed.
Even the plane summoning, grabbing on and ejecting were slick and had the same punch to them.
Pretty dope.
Definitely managed to complete the challenge! Some cool assets in there and a very effective Unity advert.
You inspire me so much man thanks for everything you do.
I'm glad to hear that! Best of luck in your learning journey!
Hey your on the asset store! Congrats! 🎉🎉
Streaming seems pretty valuable. Thanks for the vid.
From Overcooked tutorial to netcode with game objects and now to DOTS.
I love your videos and how you explain things step by step.
Can't wait to see a full game tutorial from scratch to finish using DOTS xD
PS: this was somewhat a video request haha
Keep up the good work man :) o7
That's definitely on my list, I wanted to cover DOTS in July but I was sick for a few weeks so it kind of messed up my schedule, hopefully I'll have some DOTS 1.0 content in August
I think DOTS is nice as a solution, but I feel the need and think they are missing something. It would be nice to have a data driven design solution. DOTS is data orientation, and it's intended for performance. It's overcomplicated when you don't require that much of performance, it would be nice to have mid-term to use a data driven design without overcomplicating things. My main problem with that is the amount of components it requires for a basic thing like simply having a Transform, or the need to take care with each code because some API doesn't work with it.
This is super insightful dude, love this content!
Would you ever consider doing code reviews? Like we can send you our source code and you discuss common mistakes you see in it or modifications you'd consider making?
It's an interesting idea but I don't think it would make for an interesting video, I have thought about reviewing my own code for my old games since those are bound to have tons of issues so perhaps I'll experiment with that format someday.
The channel The Cherno has some interesting code review videos, sometimes they seem to do well and sometimes almost no views
This is so scaringly good for something made in a week that made me have even less respect for asset flips on Steam.
Amazing work, always inspiring!
man, the air plane controller is sweet, love it
Love your Videos
I'm excited for this one
I'm honestly impressed, this does help quite a bit, using assets is really a great way to either make a quick PROTOTYPE or to make something quickly for release
But i wouldn't go for assets personally if the project is meant to be dragged for long as they would most likely get in the way (Custom feature that is hard to add, breaking updates, bugs that you can't really edit in some licenses..etc)
Great video nevertheless, an inspiring man as ever, well done
Wow so amazing. Very nice job creating that and I would love to see a udemy course on this
Hey code monkey! I'm in portugal for a few days, I told the wife I was keeping my eyes peeled hoping to see a code monkey shirt walking around the streets where we are visiting! Were from the US! Visiting lisbon and other areas around.
heh I only have one shirt so I only use it when recording, sometimes use a Unity hat!
I hope you enjoy Portugal! I enjoy running around Torre de Belem, it's a really nice area!
One possible mayor downside of using external third-party assets, like Gaia, for example, is long-term support. A perfect example is 'Vegetation Studio Pro'. An incredibly successful and beloved asset that simply did not receive support and has fallen quite massively.
The more third-party assets you use the more vulnerable your project becomes. If you plan to continue developing your game after the initial release, like Rust, for example, having such a vulnerability can put your entire game at long-term risk. If this is the type of game you are thinking of making, then I would say you should only use third-party assets that are not tightly integrated into your game, like the GPUInstancer or Microsplat.
Tools like Gaia or Vegetation Studio are great but if they stop providing support in the future, it can not only substantially yield the development but potentially even kill your game. In this case putting few extra months in development is worth it in my book and you also know and have more control of your game's in-and-out systems.
Note: The Vegetation Studio Pro asset seems to be gone completely. The developer quit and is not working on the asset no more. If a game would have such a system tightly integrated into the game, this would be quite a setback... And imagine if you have many third-party assets tightly integrated into your game. Definitely a bad idea, in my opinion.
Yeah that is always a potential concern, although also depends on how long you develop your game, if it's a 10 year game like Rust then yeah that's a big concern, but if you're building a6months-1year game then if the tool is great in the present it's unlikely to completely vanish in that timeframe
Looks great, though I would suggest making the terrain match the sort of anime style. Keep up the great work!
Thanks for the inspiration yet again man, i was just stuck after finishing a small personal project now i wanna do something like this in a small scale lan multiplayer
Could you make a tutorial on the plane controller? Great video! Awesome to see how quickly you could produce this!
Thanks for the info, picked up a few packs. Always good content.
I hope you put them to good use! Thanks!
You just have to reach the 1 mil subs milestone
Heh hopefully one day! Still a few years away
great video!
Nice assets ad
Game looks very cool. It looks like a finished game i would play
Well done! Very inspirational!
in One week...
But there is one catch:
You can only go sleep at the 7th day 🤣
Seems Cool!
nice work hugo!
This is amazing to watch
No collectables? No radio towers? No secret ending if idle for first 10 minutes?
heh well the terrain is the toughest part, after that comes tons of work of adding content to a huge world
Another great video, its quite impressive what one developer can leverage with some of the tools. Only caveat there is the cost inhibitor that some of these assets can be. Have been interested in checking out the Gaia package for some time and now you have given me a reason to pick it up. Any new updates on your dinky gaurdians game?
I finally got back to working on the game this week, just put out an update yesterday improving a bunch of things on the tutorial and main menu, hopefully next week I'll be able to do a bunch of progress on a few more mechanics, thanks!
Your videos are amazing mate, can't wait to see how this goes :)
Curiously, would you ever consider a tutorial for a node editor mechanic (similar to Unity shader graph) I think nowadays they're a great visual choice for complex interactions and there isn't much around for them.
How to create a custom visual scripting tool? Unity had a tool for doing exactly that which they mentioned they were working on but I don't know what is the status on that
@@CodeMonkeyUnity To be honest with you, I've been working on a spell crafting system that uses a visual tool to create behaviours. I like your style and approach so I was curious if it was a mechanic that crossed your mind at all :)
Thanks for the reply mate!
whoa. Who knew code monkey was a total hottie? Good for you bro!
Hey i would like to suggest some videos tutorial! About kinematic asset and Gaia terrain generator, it would be great. Anyway codemonkey everything i know is thanks to you, if i ever be successful i will give you credit in game and some easter egg too. You are great, keep it up! Also i m really happy you are sponsored by unity again!
Yup after learning to use these tools I'd definitely like to do some deep dives/reviews on them, just need to find the time!
Thanks for the kind words, I'm glad the videos have helped you!
Really love this, do you have some tutorials on the colourize and the borderlands like shading?
Nope but hopefully I'll be able to do some more asset reviews in the future. For the shader the Quibli shader is really easy to use, just play with the settings on the shader and it looks great
I was looking into Gaia but i have one question, can it be useful for farming resources or land terraforming uses? for example, for a survival game where you need to chop trees, mine stone, iron and other things, and also be able to build, dig in the ground, and much more.
Gaia´s cost is $289 and with 50% $144, wouldnt pay that kind of money as an indie dev if i only get a procedural map with no functionality like the ones mentioned.
The trees and the buildings that are dynamically placed are just prefabs, so they can have whatever logic you want so I'm pretty sure that scenario is possible
@@CodeMonkeyUnity Thats what i wanted to know. Thanks man, think ill buy it.
To the guy in live chat who said Microverse is better than Gaia:
They're different tools for different purposes, you can't just compare them like that. Gaia replaces Unity's terrain and is intended for procedural worlds.
Microverse, however, is just an automation tool for Unity's existing terrain. It's not procedural generation, it doesn't have world streaming, you just hand-place stamps and set rules for them.
i believe the different between good game development and great game development is utilization of resources like the unity asset store
Pretty funny how this game has already 10 times the content and is way more balanced than Dreamworld ever will be.
Amazing & inspiring!
Awesome Video!
I can't stop laughing at the visual of a priest doing mma style kicks 🤣. Great video man!
heh yeah it does look nice and silly!
The way the plane despawns is insane
It's a really fun vfx!
Hey , Can you make a tutorial on how the mission systems are handled in open world games , like having mission , side missions and then spawning correct enemies during missions and the boss wont be there in normal time ?
Hi Giga Chad , thanks for the tutorials and help :)
I was reading though some of the comment's, and I saw that this video is for the unity sale. I was about to ask you if you will be do the premieres more often, because I do not like them, but you have already answered that question. But I am just wondering, why did you not just Schedule the video? I love you content so keep it up!
Unity needed the video link to be publicly accessible in order to prepare the page, so the option was a premiere or launch the video before the sale. I didn't want to launch before since the assets will only be discounted when the sale starts so I used the premiere
But yeah don't worry, I'm not a fan of premieres so I'm not going to start doing them regularly, this was a special case. Thanks!
@@CodeMonkeyUnity Thank you!
very nice! great job
bro this guy is ngl GOLD
Can you make a tutorial on how you made the minimap? Great video!
The tricky part is converting the world position into a screen position, you need to find the edges in world space for the minimap texture, then do some math to normalize that world position and convert it into a screen position.
It was indeed a bit tricky so I might cover it in a dedicated tutorial, thanks!
I haven't wanted to touch 3D since it seems so difficult but this blew my mind! That Gaia asset reminds me of games like Conan where the map spawns in and out as you walk around. That's crazy you can use an asset for that now. If I had custom trees or ground textures, could I use it with that Gaia asset or is it just whatever is built in?
Yup it supports adding different visuals. It comes with about 4 visual presets by default but you can add more on top
You have smart assets usage. I would like to know the fps when the camera shows a far horizon of terrain, I saw the occlusion culling of the terrain when not being rendered by the camera, but I do not know if it is enough for good performance (maybe yes in your PC but not in low devices). Did Gaia create by default this load/unload terrain chunks? Did you consider using LOD for terrain chunks? I do not know if Gaia 2021 has the tools for both operations or if are needed for a project like this one.
Thanks for sharing your experience
The fps is very fast when standing still, it only dips when moving fast and it's loading and unloading terrains, they have presets for mobile/PCs
I believe they do support impostors and terrain LODs although I didn't have time to research that part
I get that Code Monkey is like a god of game dev, so making a open world with assets in one week is doable for him.
Honestly idk, kinda demotivated me and motivated me at the same time.
It looks so simple but here I am struggling to make an inventory system for a week
Don't be demotivated, just remember that I've been programming for 25 years and using Unity for almost 10. So if you don't have that amount of experience then it's perfectly normal that you're in a different part of your journey.
Like myself I only started going to the gym at the age of 27, if I compare myself with people who started when they were 15 then I'm definitely much weaker, that's normal.
Just keep on learning, that's all that matters, best of luck!
This reminds me of the light roots from Tears of the kingdom! I like that!
You amaze me everytime:O Such a great job
I made a Vector3 currentPosition that is interpolated towards the final target position
Then another Vector3 noiseTargetVector where every 0.1 seconds generates a random vector
And another Vector3 noiseVector that interpolates towards noiseTargetVector
Then I moved the transform.position towards currentPosition + noiseVector
That way the object that has the trail is constantly moving towards the final target position with a bunch of noise rather than going perfectly straight
@@CodeMonkeyUnity Is it possible, that you could share the code😅I am doing something wrong and I don't know what😅
My Code:
[SerializeField] private Transform endPointTransform;
private Vector3 _startPosition;
private Vector3 _noiseTargetVector;
private Vector3 _noise;
private Vector3 _noiseVector;
private float _noiseTimer;
private void Awake()
{
_startPosition = transform.position;
}
private void Update()
{
if (Vector3.Distance(transform.position, endPointTransform.position) = noiseTimerMax)
{
float x = Random.Range(-5f, 5f);
float y = Random.Range(-5f, 5f);
_noiseTargetVector = new Vector3(x, y, 0);
_noiseTimer = 0f;
}
_noiseVector = Vector3.Lerp(transform.position, _noiseTargetVector, Time.deltaTime);
transform.position = Vector3.MoveTowards((currentPosition + _noiseVector), endPointTransform.position, Time.deltaTime * 10f);
}
Please make a full tutorial on making this game ❤
How big would you say your world map is?
Hmm I think I did 20x20 terrains of 512x512 which is pretty big
Code Monkey why there is no any suport I mean tutorials from unity to how upload or publish the project from unity to consoles like Xbox ,Ps , switch, steam ....
Because that process usually involves signing an NDA where you cannot talk about the process of uploading to those consoles. So sadly tutorials on that topic just aren't possible
we need to use touch input with cinemachine freelook and new input system . i'm stuck on it
How do you stay so dedicated???? I just get lazy and tired, also lack planning. I guess it comes with experience
Yup experience but specifically experience with completing projects. One thing that really helped me was the 5 years I spent making Flash games where I made 40 complete games, that really taught me how to start and finish projects
Hi @CodeMonkey please create a tutorial or a small udemy course on how to create a open world with GIA as there is not much resources on the internet around this and a detailed guide will be really helpful
The key to make a good game is the one you want to be the best.
Yes You can yes yes yes you can (Unity Store) !
Code i saw a video of a bunch of players attacking a dragon and this creature was doing an animation of small movement like "taking damage" but he keeps attacking it was like an small shake in all his body but the general animation still going any idea how to achieve this kind of effect?
It could be an animation layer, where you can select body parts and play different animations on each, I did something like that in my third person shooter video
unitycodemonkey.com/video.php?v=FbM4CkqtOuA
unitycodemonkey.com/video.php?v=luBBz5oeR4Q
Or alternatively you can use Animation Rigging to add some IK, perhaps to the body and then dynamically make it get pulled back when hit unitycodemonkey.com/video.php?v=LEwYmFT3xDk
@@CodeMonkeyUnity oh man thats makes sense the IK option ring a bell in my brain thanks a lot imma check it out.
"By the power of Asset Flip-"
work done perfectly
Is the transition between the player and the map created with a cinemachine transition?
Yup, the player has a child virtual camera and an animation that just makes that camera look down and move up to the sky
Yes
Open worlds tend to run into the floating point range problem. Did you do or did you solve that?
Yup Gaia includes a component to fix that, although in this case the world is pretty big but not that big to the point where that becomes an issue
Is there a way to download and play this game?
There isn't that much gameplay, it's mostly a proof of concept, so I didn't make any playable builds
But if I have some time to expand this a bit more I may look into it, thakns!
I am making an open world game it’s going quite well but right now I started to make a simple game so I can get a small number of cash to by some assets and do stuff
Yeah I definitely do not encourage starting with an open world game as your very first game. The tools that exist nowadays are indeed awesome but you should still start much much smaller
In Unity, yes you can. But is it going to be a good open world game? It can be pretty decent, but unless you do everything from scratch the game will always have "lag spikes" caused by the garbage collector loading and unloading terrain LODs, for instance, but also other problems caused by other things in the engine that don't scale well.
That all depends on the size of each terrain, to minimize that I intentionally chose a small terrain size but many more terrains, that way loading/unloading just one chunk is pretty fast
lol, clueless comment
This is what we call an asset flip. :D BTW great video I really wish to see course or tutorial about creating open worlds in Unity without using 3rd party packages.
A really expensive asset flip
Asset flip is when you take an asset and just use the demo scene and call it your own, clearly that's not what this is. I generated the map, I created the castle, I set up all the logic for the plane, incorporated it with the character, created the enemies, etc, etc.
It's definitely a barebones prototype but not an asset flip, if you use all the tools at your disposal to make something original then you're making a game.
So you made a FPS (First priest shooter).
tha hell man?
@@thatmrmicah Well the enemies that he is shooting are priests.
Is the vegeation that gaia sets up on the terrain streamer getting loaded en unloaded
Vegetation is on the terrain so yes as the terrain loads/unloads the vegetation goes with it
can we play this game somewhere?
Not really, the game is just a quick basic prototype, it only has the gameplay shown in the video which isn't much so I didn't bother to make a build
yes you can 1 - 2 - 3 weeks doesnt matter we ll follow to the end
Yooooo. Did you really show us how to make a open world game in 12 minutes???? Wow
Very impresive
Are you still working on Total World Liberation or have you cancelled it ?
That game is on hiatus until next year, now I'm focused on making Dinky Guardians which should be out in October
Have a discord?