game looks extremely sick! i have a massive blender tip for you tho. once you've unwrapped a model, in the uv editor screen you can hit L while you're mouse is hovering over any uv island and it will automatically select the entire island, so you dont have to select individual verts or drag select specific areas. you can also do the same if you're in face select mode on the model itself, so if you want to grab a specific part of the model easily you can.
Another tip if you’re making a model and want it the same on both ways go to your add ons and turn on auto mirror will save you a lot of time also get loop tools both of those are something I use constantly and if you’re texturing something and it will be the same way on both sides just keep on auto mirror and the uv islands will be in the same place when you finish making the model and textures as long as you haven’t applied the mirror yet and made and further changes
I know I probably said this but wireblade looks sick! I love what you guys are doing here and it’s fine not having much to show, I personally love the big ass solar panels which clean themselves like that’s pure peak fiction keep it up!
Recently saw your first devlog and was inspired to start working on my own solo project, what you have been able to do so far is genuinely impressive and the games aesthetic is great.
Forgot that I wanted to comment the first time I watched this so... I'm back! And the first thing I want to say is I don't think many people know just how long it takes to make a model/sprite. One might look like it'll take 10 minutes, and then you'll be working on for 2 days straight. Plus you also have to make all of that model's animations on top of that. I'm actually kinda surprised by how quickly your team has been working. Great job!
Really love the direction this is going! Btw, for a little time saving, if you hover over a section in the UV editor and select L it will select the entire island, so you don't have try and wrangle everything or select each face individually! This works in the model editor as well, really nice for grabbing one continuous piece!
The simplest way to do flying enemies, is to not actually have them fly. Essentially they will walk and use normal pathfinding, but their mesh is just in the air. There is some ways to make it seem les stiff and noticeable, like interpolating their Z position, so that as they go up slopes, they will sort of "lag" underneath until they finish going up the slope. Things like this and an actual hover animation are generally enough to trick people into thinking it's a genuine flying AI. Also doing some extra traces in case you need it to fly through a door way or something, in order to lower the mesh offset will likely be necessary depending on your environments and intended behavior. Most of the time, you don't actually need it to "fly", you just need to trick people into thinking it's flying. I'm using the same method for wall walking AI. Their actual capsule is on the floor, but they run traces to the walls and ceiling in order to offset the mesh. It becomes a little difficult when the transitions are too abrupt, but a simple jump animation hides it alot of the time. Feel free to reach out if you ever wanna chat about game dev or anything UE!!!! Keep up the good work!
I think you should consider redesigning the helmets of the human characters. Looks like you ripped it off the heads of the Lethal Company characters and painted it gray. But overall really entertaining video and cool to see the progress you guys made. Just keep up with the banger Aussie intros.
The 4th law of robotics is that a robot's eyes must turn red if it goes evil. In order to comply with this law robot manufacturers must construct their automata with red LEDs in their eyes to account for the possibility that they turn evil. "But surely a robot just shouldn't be built with with capability of being evil" i hear you ask. Unfortunately, evil is the default state of robots, without evil there is no robotics, and as such we must give our machines the capacity for good in order to cancel the evil out. In some robots, good will prevail, but in others, evil will take over. And as such, we must give them red eyes.
i’m very excited to see more of this come to fruition, i also have an idea that could fit into the game. The cover type mechanic that’s in red dead redemption 2
Amazing work man! following from devlog 0, keep it up bro! quick question, any recommendations on a good course or tutorial for beginners when it comes to animations in blender? I've learned sculpting but not sure how rigging works. Amazing work man!
Honestly just watch as many different videos about animation/rigging as you can. Even if it's not tutorials but just someone showing their animation process. You can take bits and pieces from all to create a method that works for you.
@@standarddefgames So what I've been doing so far is fine haha. I think I get the gist of it but yea... Blender is massive and one can easily get lost. Thanks man all the best, love the low-poly texture.
Love the project! One thought on the main character's movement though: Usually my complaint would be that animations are too robotic and stiff. But I think this boi needs to be a little more robotic. I know reworking animations is tedious. But maybe taking out some of the easing and perhaps replacing it with some snappy overshoots could do the trick?
Awesome video man you might want to come up with a lot of the story and levels now so you dont over scope your game and get thrown into development hell later
Hey quick question. I'm working on my game right now and I can't quite grasp how to go about IK. I wanted to know what you did for the skeleton/rig, for example did you make a control rig and baked the animations or did you export the whole thing with IK bones and everything? Thank you and I look forward to seeing more devlog updates!
Very good question that we are trying to figure out ourselves the answer to lol. The way its set up in blender is they have the main rig with the normal bones, then a bunch of control bones on the same rig but separate layer. Most likely it would be best to bake the animations and just export the basic skeleton to unreal, but we haven't got there yet
@@standarddefgames That's smart, didn't realise you don't need an entire control rig and can just put the IK bones on a different layer. I'll try it! Anything else you'd give advice on when working with blender or exporting to UE5?
Nice art style for the game, is the idea about war ? or robots vs robots ? or about robots save the world just by killing other robots ? what is the messages you want to communicate with the game ?
We don't want to share too much about the story just yet as we want people to experience it for themselves. The main themes are of redemption, and also the effects of technology and AI when influenced by the right and wrong people. The game is set after the war but it will still play a big part in the story. Okay I've said too much.. don't wanna spoil the game!
No need to go nuts making custom stuff for the flying drone, treat it like a normal grounded enemy, but make its navigation ignore small objects and obstacles while including large buildings.
I didnt work with Unreal much, but couldn't you just add a mobile controller (Buttons, etc) and export it to android, i think Unreal supports Android. Or is there a problem with the game that wont allow to export to android
Australian people just do content different lol
Best thing about being Australian is the fact that you can understand the slang better then anyone XDDD
@@ArzenikDev He used slang in this video? Bro was speakin' English, mate!
I am eager to see where V1's long lost brothers story goes!
Is his brothers name VB 😂
@@Sskelll it is now!
game looks extremely sick! i have a massive blender tip for you tho. once you've unwrapped a model, in the uv editor screen you can hit L while you're mouse is hovering over any uv island and it will automatically select the entire island, so you dont have to select individual verts or drag select specific areas. you can also do the same if you're in face select mode on the model itself, so if you want to grab a specific part of the model easily you can.
THERE GOES MYYY HERO! Fr thankyou thats a life saving tip!
Another tip if you’re making a model and want it the same on both ways go to your add ons and turn on auto mirror will save you a lot of time also get loop tools both of those are something I use constantly and if you’re texturing something and it will be the same way on both sides just keep on auto mirror and the uv islands will be in the same place when you finish making the model and textures as long as you haven’t applied the mirror yet and made and further changes
Big pro pls teach me i will call you daddy😀
Tbh i LOVE the style. like old games whit low polygon counts trying to be realistic ish. (or thats what i am seeing at least)
Super excited to continue watching your progress
I know I probably said this but wireblade looks sick! I love what you guys are doing here and it’s fine not having much to show, I personally love the big ass solar panels which clean themselves like that’s pure peak fiction keep it up!
Broke: box headed single eyed robots are all V1 ultrakill
bespoke: WELCOME BACK BRIAREOS APPLESEED
Based and appleseed pilled
Recently saw your first devlog and was inspired to start working on my own solo project, what you have been able to do so far is genuinely impressive and the games aesthetic is great.
Love the Ratchet and Clank soundtrack man, brings back some good memories
Love the enemies and art style, keep up the good work :)
babe wake up new funny robot devlog dropped
ngl this is really inspiring. I've always wanted to make a game with a style just like yours. Good stuff (also im an Australian )
This project looks good even for the second devlog! I want more funny robot
As a hungarian 8:27 hits hard man love the obnoxius humor you put in these devlogs.
Forgot that I wanted to comment the first time I watched this so... I'm back! And the first thing I want to say is I don't think many people know just how long it takes to make a model/sprite. One might look like it'll take 10 minutes, and then you'll be working on for 2 days straight. Plus you also have to make all of that model's animations on top of that. I'm actually kinda surprised by how quickly your team has been working.
Great job!
Really love the direction this is going! Btw, for a little time saving, if you hover over a section in the UV editor and select L it will select the entire island, so you don't have try and wrangle everything or select each face individually! This works in the model editor as well, really nice for grabbing one continuous piece!
Aussie Dev!? A rare breed!
This is definitely the type of game to get a bunch of videos on it as to why it’s really good, and people who dislike it are made fun of.
im hella excited for this, the designs make my smooth brain go yes
I liked this video, I really like the progress so far.
Amazing! Slow and steady!
Love this style, and the game's cool too
The simplest way to do flying enemies, is to not actually have them fly. Essentially they will walk and use normal pathfinding, but their mesh is just in the air. There is some ways to make it seem les stiff and noticeable, like interpolating their Z position, so that as they go up slopes, they will sort of "lag" underneath until they finish going up the slope. Things like this and an actual hover animation are generally enough to trick people into thinking it's a genuine flying AI.
Also doing some extra traces in case you need it to fly through a door way or something, in order to lower the mesh offset will likely be necessary depending on your environments and intended behavior. Most of the time, you don't actually need it to "fly", you just need to trick people into thinking it's flying.
I'm using the same method for wall walking AI. Their actual capsule is on the floor, but they run traces to the walls and ceiling in order to offset the mesh. It becomes a little difficult when the transitions are too abrupt, but a simple jump animation hides it alot of the time. Feel free to reach out if you ever wanna chat about game dev or anything UE!!!! Keep up the good work!
Didnt think of that. Actually not a bad idea!
I think you should consider redesigning the helmets of the human characters. Looks like you ripped it off the heads of the Lethal Company characters and painted it gray.
But overall really entertaining video and cool to see the progress you guys made. Just keep up with the banger Aussie intros.
bring back the game development genre back to its former glory
dang this looks cool af
Petition to turn Albany into one big Bunnings
makes me wish i had an art team lmao, solo dev struggles are real
Tobi lookin kinda...
PAUSE!
10:08 this is a GREAT spot for a -Walmart- Big W
These guys just hopped on UA-cam and it just worked out for them
amazing!
They weren't lying, that wire really can blade.
Day:1 of asking for uncut blending video
Love the vid mate, Aussie devs FTW!
I’d like to see a overhaul on the animations
The 4th law of robotics is that a robot's eyes must turn red if it goes evil.
In order to comply with this law robot manufacturers must construct their automata with red LEDs in their eyes to account for the possibility that they turn evil.
"But surely a robot just shouldn't be built with with capability of being evil" i hear you ask.
Unfortunately, evil is the default state of robots, without evil there is no robotics, and as such we must give our machines the capacity for good in order to cancel the evil out.
In some robots, good will prevail, but in others, evil will take over. And as such, we must give them red eyes.
Looks awesome
Nic3
i’m very excited to see more of this come to fruition, i also have an idea that could fit into the game. The cover type mechanic that’s in red dead redemption 2
Hey your Devlog made me discovers what a foot roll or foot pivot is, would you say it was an important part that helped in your animations??
Definitely not super important generally speaking, but for animating it definitely speeds up the workflow in the long run.
cannot wait for this peak to drop
6:45
in the test scene. straight up 'jorking it'. and by 'it', haha, well. let's justr say. My peastol.
Amazing work man! following from devlog 0, keep it up bro! quick question, any recommendations on a good course or tutorial for beginners when it comes to animations in blender? I've learned sculpting but not sure how rigging works. Amazing work man!
Honestly just watch as many different videos about animation/rigging as you can. Even if it's not tutorials but just someone showing their animation process. You can take bits and pieces from all to create a method that works for you.
@@standarddefgames So what I've been doing so far is fine haha. I think I get the gist of it but yea... Blender is massive and one can easily get lost. Thanks man all the best, love the low-poly texture.
Good stuff fellas, I love the little drone! By the way, it is always morally correct to pirate Photoshop.
I WANT MORE!!!! FEEDDD MEEEE
the helmets on the humans look kinda weird they look better without them
new devlog before gta 6
soooo much freedom and miles in this video
Love the project! One thought on the main character's movement though: Usually my complaint would be that animations are too robotic and stiff. But I think this boi needs to be a little more robotic. I know reworking animations is tedious. But maybe taking out some of the easing and perhaps replacing it with some snappy overshoots could do the trick?
5:54 guttertank ultrakill spotted
Funny robot man
;)
I'm going to eat this game
The discord invite link is invalid, can you please reupload it? thanks!
Thanks for the heads up, should be fixed now!
sick
Comment for the algorithm!
Awesome video man you might want to come up with a lot of the story and levels now so you dont over scope your game and get thrown into development hell later
Hey quick question. I'm working on my game right now and I can't quite grasp how to go about IK. I wanted to know what you did for the skeleton/rig, for example did you make a control rig and baked the animations or did you export the whole thing with IK bones and everything? Thank you and I look forward to seeing more devlog updates!
Very good question that we are trying to figure out ourselves the answer to lol. The way its set up in blender is they have the main rig with the normal bones, then a bunch of control bones on the same rig but separate layer. Most likely it would be best to bake the animations and just export the basic skeleton to unreal, but we haven't got there yet
@@standarddefgames That's smart, didn't realise you don't need an entire control rig and can just put the IK bones on a different layer. I'll try it! Anything else you'd give advice on when working with blender or exporting to UE5?
Looking good
algorithm go brrrrrrrrrrrr
مثير للاهتمام حقا
"Not productive" because you "only" did assets ?
Bruh. Doing assets is like 95% of the work.
Need more pokemon go in the next devlog
niceeeeeeeee
Your using kirita for texturing too let's gooo
Love the look of the game, love the video! Did you apply for funding through Screen Australia? (if not, it closed today sorry. But next time!)
Maybe we will try next year!
@@standarddefgames I think they do 2-3 rounds per year. So next one should be early next year :) Good luck!
12:33 fucking SLAPS
Nice art style for the game, is the idea about war ? or robots vs robots ? or about robots save the world just by killing other robots ? what is the messages you want to communicate with the game ?
We don't want to share too much about the story just yet as we want people to experience it for themselves. The main themes are of redemption, and also the effects of technology and AI when influenced by the right and wrong people. The game is set after the war but it will still play a big part in the story. Okay I've said too much.. don't wanna spoil the game!
@@standarddefgames ehehhehh
This game looks so awesomesauce,,,
What if the wireblade was a weapon that allowed you to grapple to special surfaces and pull enemies toward you?
what tutorials did u use to learn blender in this style?
No need to go nuts making custom stuff for the flying drone, treat it like a normal grounded enemy, but make its navigation ignore small objects and obstacles while including large buildings.
Pretty nice! If you EVER consider learning a scripting Language learn the GD scripting language it'll take a likely a week or less to learn. :)
great vid , what is the name of color noice texture?
wha is thi blody shi goin on hia mate😂😂😂
yay :D
when will you add schizophrenia?
You have no idea what we have planned... Or maybe you do... 👀
@@standarddefgames game dead, no schizo update like we were promised by the demon in the corner. time to review bomb.
PERTH GAMEDEVS WHO WORK WITH A PSX STYLE UNITE YEAAAAAHHHHH!!! NOT MANY OF US 🗣
AND IN UNREAL DOUBLE WAMMY🗣🗣
4:15 how did you get that white shade on the edges? Nice video tho!!
Thanks! Just painted them in using texture paint in blender. Used a very low strength white brush and just painted lightly along all the edge lines
@@standarddefgames Thanks a lot!
Day1:Supporting the dude crying for the mobile version (android)
I didnt work with Unreal much, but couldn't you just add a mobile controller (Buttons, etc) and export it to android, i think Unreal supports Android. Or is there a problem with the game that wont allow to export to android
Why RTX on the chest tho?
Hmm. Include first person dude
First
Something tells me you’re Australian….nahhh definitely a German
Guten tag!
@@standarddefgames Ich kann kein Deutsch
plees upldode nneed monlthy dosee of funtyyy austrialn maann
English speaking south is weird...
Your video editing style is not great. But wow, the game looks good. Good luck with it.
day1:We want a mobile version(Android )
Bro does not know when to stop🙏🙏🙏🙏🙏🙏🙏🙏
discord link expireddd
Fixed it!
Please put in shurikens 🥷 been needing to scratch my killer ninja robot itch since Chappie
Crikey
day2:We want a mobile version(Android )
day10:We want a mobile version(Android )
day3:We want a mobile version(Android )
day6:We want a mobile version(Android )
day4:We want a mobile version(Android )
day5:We want a mobile version(Android )
day7:We want a mobile version(Android )
day12:We want a mobile version(Android )
day15:We want a mobile version(Android )