Can we just give him a medal already, he's a genius, the level editor having the cad style, the amount of math made, and the research, dude's an entire department on his own.
@@sorenspunkt5374If no one tries to make their own wheel then before you know it no one will remember how existing ones work putting us back to square 1 when they begin to fail. Never tell someone that it's pointless to learn something
@@sorenspunkt5374If no one tries to make their own wheel then before you know it no one will remember how existing ones work putting us back to square 1 when they begin to fail. Never tell someone that it's pointless to learn something
People who compare every indie fps to cruelty squad give me the same vibe as those who expected the newest armored core to be Mecha Elden ring. I don't get why people compare games in that way. Just say it's cool like everyone else
You have a rare gift to turn ideas like these into reality! Its always a joy to watch your progress and incredibly motivating as well. As always I look forward to seeing what you do next!
@HexaflexagonFan Yep... I was called talented but I to this day am relearning my fundamentals in artwork. And now trying to learn to code even if my math is...trash due to losing memory of em due to neglecting.
@@HexaflexagonFan It takes years (maybe even decades) of constant practice as well as constant improvement for highly talented and motivated individuals to achieve this level of mastery, so yes talent is fundamental for the recipe, and no, not every avg joe can achieve this.
In one year I'll be graduating in computer science. I'm at that point where you don't really want to tackle stuff and wondering if you made right choices in life LOL. Watching your accomplishments makes me want to learn about everything with the same energy I had in the beginning of my journey in tech. Thanks and I really hope you release it as game somewhere and this makes you a shit load of money.
You probably work just as hard as you did at the beginning, but at that time you were conscious and proud of all the things that now disappear into the background of routine. It makes sense that fewer things give you that dopamine rush of achievement, finding new challenges gets more difficult as your skill improves, which in turn makes it harder to feel the same motivation as you had when you were getting shots of that dopamine back in the beginning. Passion doesn't require maintaining a towering blaze, it can sometimes reduce to a glimmering candle--it may seem so small by itself, but it's still enough to start a blaze once more.
Just a quick comment from someone who is about to finish his phd in computer science... It never gets boring and you will never really know everything! I would barely know where to start to even understand some of the theory behind what jdh implemented, let alone write efficient code to do it. You don't have to know everything but I really recommend trying lots of different things in your spare time. Coding is actually a very small part of a PhD but it's still what I enjoy the most. You made the right choice, or you wouldn't be here checking out someone else's coding skills :) Find the branch of computing that you like, be it game development, graphics, data science, AI, IoT, sensors, cybersecurity... so many options!
As a second year in my game dev degree I feel the biggest issue is the amount of choice to decide what to make or what section to choose/seeing other people's (solo or collabrative alike) projects, especially like jdh's which makes it easy to feel put off when you're still so much as the beginning of your journey. As people post updates on their projects you forget the struggle that they will have gone through in both thinking of and starting the project and the journey through especially since people only tend to post the highs such as new features being added. tl:dr it's easy to doubt you skill and ability and decide what to do next when seeing other people's projects since you overlook the time put in and it feels daunting @@gabryx7
Hey @jdh, this is an insane update. Great work on the game! I'm already getting excited to buy and play it myself. I do, however, have one piece of advice for you: find some playtesters early on, I'd recommend a few people intimately familiar with the "boomer shooter" genre. With other people playing your game and providing feedback, even in these early stages, you gain key perspective and avoid oversight. Don't be afraid to share an unfinished product, good testers understand what it means for something to be a work in progress, and they provide reasonable constructive criticism. Maybe they describe a way to make combat crunchier, like in CULTIC (try it out if you haven't already played it), or how to make the level design more interesting like in HROT. Regardless of the feedback you get, you still have control over the direction of the game. I look forward to your next update and the chance to someday play your game. :)
This game looks gorgeous! I really appreciate the authentic pixely look the game has oppossed to the more commonplace texture filtering. My only complaint is I feel the chromatic effect doesn't quite fit the sharpness of the rest of the style, but that's only a testament to how cohesive it all feels otherwise, I'd just hope it becomes an option. Keep up the good work!
I really like how you focused on making the visuals interesting, instead of just trying to stay true to a particular retro aesthetic. It looks amazing!
love your work so far. i had an idea while watching- what if the eye represented the player's health by (instead of saying LIFE) it starts off normal as we see in this video but as the player loses health, it gradually gets more irritated with redness, veins, tears, etc. i think it'll add to the surreal vibe you have going on here! best of luck going forward!
@@DommoDommo I mean there is also 'mutantleg', who made Zortch. David Szymanski made Dusk, and New Blood sometimes publishes games like that but they aren't exactly throwback shooters, but more modern renditions.
for the last month or so, i've been trying to make a 2d falling-sand-type game on pure c++ with sdl2. this is insanely impressive. i can't even imagine how you managed to make a full 3d engine on c, but i hope i can at least come close to your level some day!
Maybe modulating the pixelisation by distance to the center of the screen could be intresting. I find it a bit hard to see enemies or detail when you get a bit far, but the edges of the screen are a bit too detailed compared to the center in those cases. Of course, this is only my opinion. Nice project, keep it up :D
This is looking amazing! Some really solid work, good job. I love the direction the art style is going in. That dancing dithering effect is subtle but so, so cool. I'm excited to see where this project goes. It's creators like you that really make me want to go into game development. Thank you for being an inspiration for me to keep working on my game development journey.
i rarely comment on videos in general, but damn dude, you've got a lot of potential in you, the progress is staggering, i wish you all the best and keep up the good work! This actually visually reminded me of a Devil Dagger, wich is a staggering game on it's own, and i always thought about having some sort of linear gameplay in that game. I really do hope it's gonna rail somwhere big, keeping my fingers crossed for ya.
Really cool and inspiring stuff here. Love it. Particularly love the reload mechanic and the way you've laid the HUD info directly into the visible player models. So fuckin' cool.
Yo this shit is fire. The amount of progress is insane and design choices for the visual presentation and gameplay are also cool to see Can't wait to see more of it
Your style of game has absolutely impressed me. The colors, the light, the wiggling of the camera when turning made me fall in love with what I was seeing.
The idea of seeing stats on your arms and hints on the walls through the little eye that you hold gives off the vibe of peering into the code, which feels thematically appropriate for a game you've built on an engine you made from the ground up. :>
I love the vibe the text on everything creates! I feel like the many flashes of light tho could get a bit exhausting on the eyes so a way to turn them off or tone them down could probably really help with that.
the stress test looks really cool, its awesome to see the small details you added to increase the intensity all at once, the game really has a lot of action!
You have talent !, i wish i was able to do everything in this video because i just started learning python and this looks like so much fun to make your own game from the ground up. you earned my sub please make more programming videos
woah this is actually coming together really well! I really like a lot of the stylistic choices you've made - however a lot of the levels seem very dark and it makes it sort of hard to distinguish anything from one another. At 12:10 I think the general 'brightness' was pretty good!
this is amazing, I can't believe you're still on the train of doing everything by yourself in C! do you know where you could learn all the math needed for doing these graphics calculations or at least what kind of math knowledge you need?
there are some resources in the description for graphics-specific things, but for general math I can't recommend enough Freya Holmér's "Math for Game Devs" series ua-cam.com/video/fjOdtSu4Lm4/v-deo.html
@@martholomeu9160Idk, someone ported Portal to N64, so maybe at least a part of this game (like maybe the first level or so) could be ported to N64, even if some features had to be cut/simplified.
Very nice, great progress for just 4 months of work. And seems like you have a good base to keep adding on already, so hopefully you won't throw it all away and start from zero again, good luck!
I LOVE the way this game is taking shape, it's an intriguing an unique idea and i'm looking forward to further dev updates! If i may, can i suggest adding an accessibility menu to the game? the text on the hands and eye can be hard to read for people with visual impairments (static numbers in the corner of the screen maybe?), the reload mechanic can become painful for people with hand mobility issues (add a toggle that instead adds a slower, fixed reload delay?) and the sideways tilt can lead to motion sickness (i'd suggest a toggle like you already considered for view bobbing). I suggest these because i love the artistic direction this project is going, but i also know a couple people who would love to play a game like this, but have these kinds of disabilities. Keep up the good work! It's fascinating watching the game slowly take shape as the creative process comes along. Thank you for taking us with you!
Entrei a dois anos na criação de jogos e é perceptível o quanto você já estudou, minha meta é te alcançar, mas parece tão longe :D Admiro seus trabalhos.
This looks amazing, I'm jealous of your ability to get stuff done. This is only four months of progress and its an entire overhaul and graphics pass. The video was great and I think fair to say 'Lague-like". For the 12:35 shotgun animation, I think a nice win for juiciness would be exaggerating the muzzleflash by increasing its size 2 or 4x, and adding a second color to it, along with animating some projectiles out of it. If you only look at the shotgun itself while you fire, it basically just lighten a bit and a tiny star is shown.
after watching the whole video: 18:49 keep the timer at the top of the level even if theres no reason to gameplay-wise. (or even just add an option in settings for it.) people WILL eventually speedrun your game, and it makes it a hell of a lot easier if theres in game timers. :)
Super cool video! Love how everything seems to interact with everything else, like tossing the gibs in the tele and I think I saw an enemy shoot a lemon as well! Lots of clever solutions all around, inspiring to watch, thanks!
This is looking incredible! Turns out you are not just a programming wiz to make an engine from scratch, but it's actually shaping up to be a really interesting game.
i think that this is turning into a 90s ultrakill super fast paced fps and i love it (please add more flying around knifing things using really difficult movement tricks with a hgih skill ceiling)
Watching you made it click; if I build the renderer from scratch myself, then... well, I know how the renderer works, and I know how to tweak what the renderer is rendering. Making a tool to edit levels seems a ton more feasible and less scary. I may not be learning C, but it's time I crack down and figure out how to render 3D using Rust's SDL2 library. I was smart enough to follow the Rust book, figure out the basics, and get a simple 2D game rendered in just a few days... and now you've inspired me to get the lead out and make this happen.
I subscribed to you a while ago but never really watched any of your videos, after watching this that will change. This is awesome. I love the effects in the game!
This series has really made me appreciate the fps forefathers that much more. I can't imagine finding my way here with the total lack of precedent that they had
This project feels so fresh! I can't wait to see where you take this because the direction is so unique in the current market. Lots of unapologetic jank done effectively. It kind of takes the idea of games like Cruelty Squad in a much more deliberate and readable visuals, it definitely reaches into DOS era aesthetics but feels like an evolution into an intentional horror theme instead of just aping old techniques for vaguely retroish ideas.
Great job on the engine! Very nice to watch the video as well. Regarding the animations, just a quick tip: the triangle face data (the vertex indices) will never change between frames, so you only really need to store and read them once. And with that out of the way, you don't need to export the vertices for every frame, only when there is a keyframe and then you just linearly (or something else) interpolate the vertex positions between the frames.
this is awesome stuff! insane progress and great visuals! i think the dash flash is a little too much like a flash bang and the text on the arms makes things a little busy. but so excited for the final project!
you made nice progress, I saw a lot of it allready in the discord, but didn't expect the difference between the old version and the new version to be this massive
Damn, that's some really awesome improvements to the engine, level editor and the game itself! It's kinda funny how I did a game like this one for a school project and some mechanics that you implemented are similar to some that we have and even some are similar to scrapped ideas we had in early development! To be honest what you already have looks really great, the only thing that bugs me a little it's the fact that now that you have a 3d weapon, the viewmodel weapon sometimes clips through other models when standing too close, it could be cool if you draw it on top of everything else, even tho I'm not sure if that would create issues with lighting since standing too close to a wall might create a shadow onto the weapon if you draw it on top. You're an inspiration, keep it up! :D
This was amazing to watch. I'm new to coding and game dev, but I know enough to realize that what you've managed to create in C alone is incredible. Was really cool watching the game evolve through the video, and hearing your commentary over it. I grew up playing the shooters you mentioned, so seeing a 'modern' take on them is neat. I'm stuck in Pygame right now, learning the ins and outs of coding and game dev. Been eyeballing Rust as the language I really try to get into game dev full force with. Seeing what you can do with C gives me hope about the prospects of what I'll be able to make happen with Rust down the line. Awesome content. +1 sub.
As soon as this started I immediately felt like I was watching the dev process of Cruelty Squad, I'm glad there was an actual name drop later in the video as your game really reminds me of it
This feels insane. Youve done an amazing job and the current iteration is super cool. I like the text part cycling down. Would be cool to see the code cycling on the walls too! -- very meta
I think it would be a good idea that the eye kind of represents the player watching their monitor while playing the game. I feel like this idea ties into seeing the words on the wall as you get close as well. Spitballing on top of that, with the surreal vibe and technologic look, maybe the eye represents a person trying to rid their system of a malicious program, and you are playing as a sort of antivirus ridding the computer of the invaders taking over the computer. The pay walls you include could be like "ransomware" that will kind of pop up as you get closer to a sectioned off part of the map that says "pay to access this file path again." I don't know the exact vibe you're searching for, but that'd be dope, man!
over the years, ive realized that, what brings me immersion or makes me feel like i have an impact on the world, is when a game ahs a "pickup and move items around with physics" system. like the fallout games do. it doesnt even need to be for any gameplay progress reasons. its like fishing in games, it adds a level of interaction that i just adore
Good job! You passed the test and didn’t restart the project from scratch. I’m impressed!
i made a promise!
hahaha
Yet...
I've rewritten my current project twice now already, good to know this is super common
good thing i never get to rewrite anything because i get too distracted
Can we just give him a medal already, he's a genius, the level editor having the cad style, the amount of math made, and the research, dude's an entire department on his own.
100% agreed
He's def a 10x dev
Let's give a medal to the guy who invented the 320th version of a wheel
@@sorenspunkt5374If no one tries to make their own wheel then before you know it no one will remember how existing ones work putting us back to square 1 when they begin to fail.
Never tell someone that it's pointless to learn something
@@sorenspunkt5374If no one tries to make their own wheel then before you know it no one will remember how existing ones work putting us back to square 1 when they begin to fail.
Never tell someone that it's pointless to learn something
This is a crazy improvement, nice job man!
thanks!
@@jdh It's great that you're back, I wish you uploaded videos more often, we love this content
A pump-action shotgun that functionally shoots like a double-barreled shotgun, but flip-cocks like a lever-action shotgun. How beautifully cursed.
dont forget that it doesnt even need to pump, so its semi automatc
I love how this game feels like a mashup of video game history with a spice of Cruelty Squad TM on top of it.
woah, cool
People who compare every indie fps to cruelty squad give me the same vibe as those who expected the newest armored core to be Mecha Elden ring. I don't get why people compare games in that way.
Just say it's cool like everyone else
@@dingusbingus7463 he literally said part of it was inspired by cruelty squad
@@Diwwwy cool
@@dingusbingus7463🐵🐵🐵🐵🐵
You have a rare gift to turn ideas like these into reality! Its always a joy to watch your progress and incredibly motivating as well. As always I look forward to seeing what you do next!
@@unknowndev392 Yeah, I kinda hate when people just underappreciate the work that somebody puts into learning something and just calls it "TalEnT"
One I'm trying to learn to do even if I'm a 32 yrd moron.
@HexaflexagonFan
Yep...
I was called talented but I to this day am relearning my fundamentals in artwork.
And now trying to learn to code even if my math is...trash due to losing memory of em due to neglecting.
@@HexaflexagonFan It takes years (maybe even decades) of constant practice as well as constant improvement for highly talented and motivated individuals to achieve this level of mastery, so yes talent is fundamental for the recipe, and no, not every avg joe can achieve this.
In one year I'll be graduating in computer science. I'm at that point where you don't really want to tackle stuff and wondering if you made right choices in life LOL. Watching your accomplishments makes me want to learn about everything with the same energy I had in the beginning of my journey in tech. Thanks and I really hope you release it as game somewhere and this makes you a shit load of money.
I agree with this!!
i bet it will make a shit ton of money, this is awesome
You probably work just as hard as you did at the beginning, but at that time you were conscious and proud of all the things that now disappear into the background of routine. It makes sense that fewer things give you that dopamine rush of achievement, finding new challenges gets more difficult as your skill improves, which in turn makes it harder to feel the same motivation as you had when you were getting shots of that dopamine back in the beginning.
Passion doesn't require maintaining a towering blaze, it can sometimes reduce to a glimmering candle--it may seem so small by itself, but it's still enough to start a blaze once more.
Just a quick comment from someone who is about to finish his phd in computer science... It never gets boring and you will never really know everything! I would barely know where to start to even understand some of the theory behind what jdh implemented, let alone write efficient code to do it. You don't have to know everything but I really recommend trying lots of different things in your spare time. Coding is actually a very small part of a PhD but it's still what I enjoy the most. You made the right choice, or you wouldn't be here checking out someone else's coding skills :) Find the branch of computing that you like, be it game development, graphics, data science, AI, IoT, sensors, cybersecurity... so many options!
As a second year in my game dev degree I feel the biggest issue is the amount of choice to decide what to make or what section to choose/seeing other people's (solo or collabrative alike) projects, especially like jdh's which makes it easy to feel put off when you're still so much as the beginning of your journey. As people post updates on their projects you forget the struggle that they will have gone through in both thinking of and starting the project and the journey through especially since people only tend to post the highs such as new features being added.
tl:dr it's easy to doubt you skill and ability and decide what to do next when seeing other people's projects since you overlook the time put in and it feels daunting @@gabryx7
Honestly, this looks like a game I would pay for. It has a unique style, good job!
unreal engine developer is being jealous :)
@@Billythekwho??
@@ghfgh_ Epic games?
The sheer amount of effort you put into this game is insane, and I can say it definitely paid off, good job!
One must imagine Sisyphus happy
This sounds like a Stanley parable in my head
Hey @jdh, this is an insane update. Great work on the game! I'm already getting excited to buy and play it myself. I do, however, have one piece of advice for you: find some playtesters early on, I'd recommend a few people intimately familiar with the "boomer shooter" genre. With other people playing your game and providing feedback, even in these early stages, you gain key perspective and avoid oversight. Don't be afraid to share an unfinished product, good testers understand what it means for something to be a work in progress, and they provide reasonable constructive criticism. Maybe they describe a way to make combat crunchier, like in CULTIC (try it out if you haven't already played it), or how to make the level design more interesting like in HROT. Regardless of the feedback you get, you still have control over the direction of the game.
I look forward to your next update and the chance to someday play your game. :)
ultajkil
This game looks gorgeous! I really appreciate the authentic pixely look the game has oppossed to the more commonplace texture filtering. My only complaint is I feel the chromatic effect doesn't quite fit the sharpness of the rest of the style, but that's only a testament to how cohesive it all feels otherwise, I'd just hope it becomes an option. Keep up the good work!
Additionally the workflow of the development tools you made look unbelievably nice to work with, the modding scene will be explosive.
I really like how you focused on making the visuals interesting, instead of just trying to stay true to a particular retro aesthetic. It looks amazing!
I really like your projects and these videos explaining the process are top-notch quality.
love your work so far. i had an idea while watching- what if the eye represented the player's health by (instead of saying LIFE) it starts off normal as we see in this video but as the player loses health, it gradually gets more irritated with redness, veins, tears, etc.
i think it'll add to the surreal vibe you have going on here! best of luck going forward!
really fucking cool idea
jdh is becoming the next Spytihněv/Hakita/etc and I'm all in for it.
Great recs, got any more???
@@DommoDommo I mean there is also 'mutantleg', who made Zortch. David Szymanski made Dusk, and New Blood sometimes publishes games like that but they aren't exactly throwback shooters, but more modern renditions.
the fact that just like hakita, jdh started from a small demo to developing a full, good game
Beta Femboy Hakita: Uses Unity Game Engine
Absolute Chad jdh: Uses A Game Engine That He Made While On Meth
Who?
19:48 'pantheon' sounds like a pretty cool name for game you should consider it
for the last month or so, i've been trying to make a 2d falling-sand-type game on pure c++ with sdl2. this is insanely impressive. i can't even imagine how you managed to make a full 3d engine on c, but i hope i can at least come close to your level some day!
I really like the numbers on the body aesthetic, I think that's super cool
Maybe modulating the pixelisation by distance to the center of the screen could be intresting. I find it a bit hard to see enemies or detail when you get a bit far, but the edges of the screen are a bit too detailed compared to the center in those cases. Of course, this is only my opinion. Nice project, keep it up :D
This is looking amazing! Some really solid work, good job. I love the direction the art style is going in. That dancing dithering effect is subtle but so, so cool. I'm excited to see where this project goes. It's creators like you that really make me want to go into game development. Thank you for being an inspiration for me to keep working on my game development journey.
i rarely comment on videos in general, but damn dude, you've got a lot of potential in you, the progress is staggering, i wish you all the best and keep up the good work! This actually visually reminded me of a Devil Dagger, wich is a staggering game on it's own, and i always thought about having some sort of linear gameplay in that game. I really do hope it's gonna rail somwhere big, keeping my fingers crossed for ya.
the scrolling text on walls is such a cool dynamic
I absolutely love this visual style, even with the amount of 'PS1 style' games out there now, this still looks really unique!
Really cool and inspiring stuff here. Love it. Particularly love the reload mechanic and the way you've laid the HUD info directly into the visible player models. So fuckin' cool.
Yo this shit is fire. The amount of progress is insane and design choices for the visual presentation and gameplay are also cool to see
Can't wait to see more of it
Your style of game has absolutely impressed me. The colors, the light, the wiggling of the camera when turning made me fall in love with what I was seeing.
this looks actually awesome. reminds me if post void was like darker and more complex, def gonna play this when you release it
post void is a big inspiration for this!
The idea of seeing stats on your arms and hints on the walls through the little eye that you hold gives off the vibe of peering into the code, which feels thematically appropriate for a game you've built on an engine you made from the ground up. :>
god, the confusing commit messages are way too relatable...
After 10 years in progressional software dev. I just don't get it. It's not that hard? It's just a refusal to do it right.
I love the vibe the text on everything creates!
I feel like the many flashes of light tho could get a bit exhausting on the eyes so a way to turn them off or tone them down could probably really help with that.
the stress test looks really cool, its awesome to see the small details you added to increase the intensity all at once, the game really has a lot of action!
I love the idea of rendering the gui info on the player hand/weapon. What a cool aesthetic
I would do unspeakable things for Mr. Test Cube.
omg this is like wow
also the health etc status being drawn on the hands is such a unique idea
This is really what you want from somebody who makes a game in their own game engine. Really nice!
You have talent !, i wish i was able to do everything in this video because i just started learning python and this looks like so much fun to make your own game from the ground up. you earned my sub please make more programming videos
woah this is actually coming together really well! I really like a lot of the stylistic choices you've made - however a lot of the levels seem very dark and it makes it sort of hard to distinguish anything from one another. At 12:10 I think the general 'brightness' was pretty good!
Thank god UA-cam recommended me this, I completely forgot about this page.
this is amazing, I can't believe you're still on the train of doing everything by yourself in C!
do you know where you could learn all the math needed for doing these graphics calculations
or at least what kind of math knowledge you need?
there are some resources in the description for graphics-specific things, but for general math I can't recommend enough Freya Holmér's "Math for Game Devs" series ua-cam.com/video/fjOdtSu4Lm4/v-deo.html
@@jdh Duuuude Freya is goated
This game is turning out amazingly. I love the gameplay mechanics you've implemented and the art style is also super impressive.
I always look forward to these retro low-level coding adventures! I would love to see a port of this to n64!
you are clinically insane if you think this could be ported to n64
@@martholomeu9160Idk, someone ported Portal to N64, so maybe at least a part of this game (like maybe the first level or so) could be ported to N64, even if some features had to be cut/simplified.
Very nice, great progress for just 4 months of work. And seems like you have a good base to keep adding on already, so hopefully you won't throw it all away and start from zero again, good luck!
This game looks super fun and unique! I can't wait for the next episode!
gosh this is sweet! i love the fun surrealist style, and the gui text being painted on the arms and guns is great...
If you dont want to do bones you could try morph target blending between the different obj models as long as they have matching vertex order
I LOVE the way this game is taking shape, it's an intriguing an unique idea and i'm looking forward to further dev updates!
If i may, can i suggest adding an accessibility menu to the game? the text on the hands and eye can be hard to read for people with visual impairments (static numbers in the corner of the screen maybe?), the reload mechanic can become painful for people with hand mobility issues (add a toggle that instead adds a slower, fixed reload delay?) and the sideways tilt can lead to motion sickness (i'd suggest a toggle like you already considered for view bobbing).
I suggest these because i love the artistic direction this project is going, but i also know a couple people who would love to play a game like this, but have these kinds of disabilities. Keep up the good work! It's fascinating watching the game slowly take shape as the creative process comes along. Thank you for taking us with you!
I think you should go in the silly game direction, and keep finger gun and lemon launcher in the game as weapons.
ngl this would get me addicted. it's like the game was created specifically for me
You should try ultrakill, great game with a similar style
@@usellstech-ip2sg OMG you're a life saver. I was trying to remember the name of that game
Do you plan to have a tutorial series on creating a game engine ? I think it would be super cool
Wow, this is very very interesting!! The engine that you made id very fascinating!!
How did you learn how to do all this
man, not only are you an insane genius at programming stuff unnecessarily low-level, but your game design and visual design style is so cool too!
Entrei a dois anos na criação de jogos e é perceptível o quanto você já estudou, minha meta é te alcançar, mas parece tão longe :D Admiro seus trabalhos.
This looks amazing, I'm jealous of your ability to get stuff done. This is only four months of progress and its an entire overhaul and graphics pass. The video was great and I think fair to say 'Lague-like".
For the 12:35 shotgun animation, I think a nice win for juiciness would be exaggerating the muzzleflash by increasing its size 2 or 4x, and adding a second color to it, along with animating some projectiles out of it.
If you only look at the shotgun itself while you fire, it basically just lighten a bit and a tiny star is shown.
Thanks! and good idea with the muzzle flash, I'll try that
bro is just casually one of the best programmers on the face of the planet.
dude... this project is AWESOME. i can't wait to play it! pls keep going with it and don't give up on it like your last project 😢
after watching the whole video: 18:49 keep the timer at the top of the level even if theres no reason to gameplay-wise. (or even just add an option in settings for it.)
people WILL eventually speedrun your game, and it makes it a hell of a lot easier if theres in game timers. :)
1:40 i skipped a cut scene
Super cool video!
Love how everything seems to interact with everything else, like tossing the gibs in the tele and I think I saw an enemy shoot a lemon as well!
Lots of clever solutions all around, inspiring to watch, thanks!
10x developer
This is looking incredible! Turns out you are not just a programming wiz to make an engine from scratch, but it's actually shaping up to be a really interesting game.
"next time its 5 months" its been almost 11 months, whats new?
this looks so sick!
the art direction is so surreal and I LOVE it.
the text that appears on the walls is a great idea imho.
i think that this is turning into a 90s ultrakill super fast paced fps and i love it (please add more flying around knifing things using really difficult movement tricks with a hgih skill ceiling)
cant help too notice the cruelty squad vibe love it
Actually decent development done, good looking gameplay, and he didn't scrap literally everything for a new project. Dang. Good stuff
I love that your character is just the set of stats that and the reload method is super unique.
It looks beautiful! Especially impressed with the dynamic lighting.
This looks amazing! I hope this game (or engine) will be out someday ... With your luck. I will be happy to wishlist it when it's ready
Woah! Look what happens when you stick to the project!
The progression is insane awesome stuff, well done for breaking the habit!
watching this video again and still looks so amazing. Really makes me wanna make my own engine like this fr
I like how you found a way to make the game look realistic and stylist at the same time, just like, squint and it looks real
just found the channel and subbbed. this is super cool work code and editing wise keep it up man
Bro is like me, can't stick to a single project but each one is just so fun
what an improvement, it's surprising that this is the same engine
I must say the "handgun" caught me off guard at first but it's actually really funny. Please keep that thing around.
Watching you made it click; if I build the renderer from scratch myself, then... well, I know how the renderer works, and I know how to tweak what the renderer is rendering. Making a tool to edit levels seems a ton more feasible and less scary. I may not be learning C, but it's time I crack down and figure out how to render 3D using Rust's SDL2 library. I was smart enough to follow the Rust book, figure out the basics, and get a simple 2D game rendered in just a few days... and now you've inspired me to get the lead out and make this happen.
I subscribed to you a while ago but never really watched any of your videos, after watching this that will change. This is awesome. I love the effects in the game!
Add ultrakill-like bosses
This is just something that popped out to me hence the game reminds me of ultrakill, amazing work btw.
This series has really made me appreciate the fps forefathers that much more. I can't imagine finding my way here with the total lack of precedent that they had
This project feels so fresh! I can't wait to see where you take this because the direction is so unique in the current market. Lots of unapologetic jank done effectively. It kind of takes the idea of games like Cruelty Squad in a much more deliberate and readable visuals, it definitely reaches into DOS era aesthetics but feels like an evolution into an intentional horror theme instead of just aping old techniques for vaguely retroish ideas.
Great job on the engine! Very nice to watch the video as well. Regarding the animations, just a quick tip: the triangle face data (the vertex indices) will never change between frames, so you only really need to store and read them once. And with that out of the way, you don't need to export the vertices for every frame, only when there is a keyframe and then you just linearly (or something else) interpolate the vertex positions between the frames.
this is awesome stuff! insane progress and great visuals! i think the dash flash is a little too much like a flash bang and the text on the arms makes things a little busy. but so excited for the final project!
you made nice progress, I saw a lot of it allready in the discord, but didn't expect the difference between the old version and the new version to be this massive
the UI being on the player/eye model looks so amazing!
Damn, that's some really awesome improvements to the engine, level editor and the game itself! It's kinda funny how I did a game like this one for a school project and some mechanics that you implemented are similar to some that we have and even some are similar to scrapped ideas we had in early development! To be honest what you already have looks really great, the only thing that bugs me a little it's the fact that now that you have a 3d weapon, the viewmodel weapon sometimes clips through other models when standing too close, it could be cool if you draw it on top of everything else, even tho I'm not sure if that would create issues with lighting since standing too close to a wall might create a shadow onto the weapon if you draw it on top. You're an inspiration, keep it up! :D
I love how over the course of the video, it went from a fun 3D rendering project and then slowly transformed into it's own game.
i adore this aesthetic and how it handles map editing
This was amazing to watch. I'm new to coding and game dev, but I know enough to realize that what you've managed to create in C alone is incredible. Was really cool watching the game evolve through the video, and hearing your commentary over it. I grew up playing the shooters you mentioned, so seeing a 'modern' take on them is neat.
I'm stuck in Pygame right now, learning the ins and outs of coding and game dev. Been eyeballing Rust as the language I really try to get into game dev full force with. Seeing what you can do with C gives me hope about the prospects of what I'll be able to make happen with Rust down the line. Awesome content. +1 sub.
i love that you show the text on the hands it looks really good and is very creative
As soon as this started I immediately felt like I was watching the dev process of Cruelty Squad, I'm glad there was an actual name drop later in the video as your game really reminds me of it
Crazy
That's turning out to be a great game
Can't wait :D
Also you really gotta work on your commit messages you're right xD
This is so fucking awesome. I hope we'll be able to play it soon!
Very impressive! Some of your visual choices are not my cup of tea but technically it looks amazing!
This honestly looks like a new blood worthy game! You deserve a medal because of the literal from scratchness of this
THIS LOOKS great, the stats being on the gun and hands are really cool. I'm a cool parkour man myself. You get the cool approval.
This feels insane. Youve done an amazing job and the current iteration is super cool. I like the text part cycling down. Would be cool to see the code cycling on the walls too! -- very meta
I adore this surreal style and making the text exist within the viewmodel like that is something I've need seen, it's so cool
I think it would be a good idea that the eye kind of represents the player watching their monitor while playing the game. I feel like this idea ties into seeing the words on the wall as you get close as well. Spitballing on top of that, with the surreal vibe and technologic look, maybe the eye represents a person trying to rid their system of a malicious program, and you are playing as a sort of antivirus ridding the computer of the invaders taking over the computer. The pay walls you include could be like "ransomware" that will kind of pop up as you get closer to a sectioned off part of the map that says "pay to access this file path again." I don't know the exact vibe you're searching for, but that'd be dope, man!
over the years, ive realized that, what brings me immersion or makes me feel like i have an impact on the world, is when a game ahs a "pickup and move items around with physics" system. like the fallout games do. it doesnt even need to be for any gameplay progress reasons. its like fishing in games, it adds a level of interaction that i just adore
i also like the eye-friend
Nice Work, dont stress yourself about the Story. The best Stories dont explain everything that happens