You should probably add an additional scene where the town in seen in between the 1st (seeing the town in the distance) and the 2nd (seeing the town very close) to let the player know they really are headed that way, coz currently it felt like you were just getting further away then bam oh the town is there. Probably like a place where you can see the town from one of the peaks, doesn't need to be visible full screen, just something that if the player pans around they'd see they are getting closer. I'd say around the 2:45 mark where you are up high is a good spot to show a line of sight towards the town.
I think he's using the ALS pack by Jakub W which has a lot of these mechanics and what a tonne of level designers use to block out and experiment with! 💪🏻 Work smarter not harder!
Do you have a discord I’ve been trying to learn unreal but I’ve been watching a tutorial series but I don’t know if it’s good or not I code in c++I guess what I’m trying to get is a refrence of how long it should take to create something in unreal
Bro you've done a fantastic job with this level. Good level design is such a pleasure to see. This is giving me Rise of the Tomb Raider vibes and I love it.
The raw focus on gameplay and blocking out the map is really cool. You nailed it with the classic “see the destination out in the horizon but get redirected through an obscure path” gameplay that I’ve seen since Half Life 2.
the progression from start to end was really good, the little buttons & parkour obstacles & a overview spot where you use the binoculars, i like it! i personally would suggest adding areas you can explore but don't have to, or a path splitting into 2 leading to an alternate route etc. this of course adds more work, so it's understandable if avoided. 1 person can only do so much
I recommend using the sound variation node for the steps, adjust the minimum and maximum in a ramdom way so that the audio of the steps feels less repetitive, when reloading weapons, etc. I loved your work :3
I think this is great! The only thing I would change is to remove the papers and swap them out with some kinda lighting indicator because then it would give the player more of a feeling of cleverness when they get to the town (since the level is mostly linear) and it would create opportunities to let them take alternate paths to the town as well
Super cool! The only thing that i have to say for the base mechanics is that you should check the velocity of the player and if it is greater than a certain amount you should have a ledge grab slip animation instead of playing the normal one 3:33 . Everything else looks awesome. I dont really make games like this, but i would love to make one one day!
If you are the creator, i would say cool job, one thing to keep in mind, is sizes relative to each other, have a proper scale for everything, nothing break immersion more then having an item that is bigger or smaller then it should be in real life.
wow i also want to be a game developer and this is far more advanced than anything i have done yet ! did you make all of this by yourself or did you use assets etc ?
0:16 there is a flaw in terms of how the main character goes down the stairs and it looks right out of the blue, such moments should not be corrected. This can be fixed with a simple collision, that is, make it flat, and not like steps, well, make sure that the legs take into account not the colisium but the IK, then the model will descend smoothly, and the legs will also adjust normally
Audio's already doing so much work holy shit. Although with such sheet box edges are you not worried making natural looking stone cliffs will be a challenge when it comes time to dress this up? You've got some nice rock assets in already but I mean the graybox surfaces.
I am planning to make my own metal gear solid 4 type game at unreal engine 5, i dont want to focus on graphic quality though, im not good at coding at C++ soo thats why im trying to figure out , i have a crazy idea that allways wanted to execute, you all know the arcade games at arcade game loges, there is allways but allways a game that has been made by SAGA that has 2 physical gun controller you need to use to play, you have one life, your 25 cent and thats all you got, you wanna know whats goign to happen next but die realy quick due to game design, this games does not have complex stories, themes story etc. but due to their one life desing ( which can be cheated with more money but lets ignore this part) it allways felt more compelling, at a video game death is unimportant, even at souls games you just lose progress, I want to make agame that is not hard but has 1 life mechanice, if you die for any reason you have to wait 3 weeks to play it again and you will get the bad ending as canon, its going to be 5 hour long for obvious reasons that im not even expecting to be able to make it that long but with this mimic i can make something special,
i have a question about this video which uncharted game are you being inspired by for ur level block out and what tools did you use for ur levelblock out? and i enjoy uncharted 1-3 but haven't played uncharted 4 and uncharted lost legacy yet :)
@@mcfluffy28655 i actually only played uncharted 4 for about 1-2 hours and thats it . So i guess its inspired by uncharted 4 but yeah i think as soon as i feel a games vibe i am able to recreate it somewhat
@@eryklvl do you recreate it via screenshots and video footage or just screenshots only? and what type of research do you do for recreating or remaking and being inspired by said game? am quite curious and would love to see a video of that if possible going more behind the scenes of that :) P.S sorry the comment is a little bit long
This looks fabulous attractive, but for me personally i felt it much more like "last of us" rather then "uncharted". Maybe cause i played only last uncharted, maybe cause the are both naughty dogs :)
i did u done the mechanic of the sounds during the gameplay?only using box triggers?or there is some other methods?i am still don't understand how you got it done.
Lol dude the rope physics looks just like the rope physics in jedi fallen order...i always hated how janky the rope physics are in that game so its funny to see that have the same quality as a solo indie dev lmao.
unreal makes it super easy to swap out assets, so like say you blocked out a fence using cubes, you can right click the cubes and there's a replace selected actor with option and you use that to select what you want to put there instead.
Just made a post on 4chan saying how do i make game like saints row and GTA and the only reply was "an indie game can never be like gta, do smaller games and be better with those" but now im seeing this and im assuming one guy (or gal) made it, well all i got to say is , bro, teach me
An indie wont reach the massive scope of gta but there are things you can do to make a similar game. For example, have a simple artstyle that is quick to produce, use assets from other people such as a driving template or city asset pack (I heard that some of the gameplay from this is from a pack), only add the necessary features (dont add features such as clothes getting wet accurately as it is a waste of time) and also try to have 0 cutscenes. However, even after taking these steps it will be a struggle but will be doable if you are willing to spend the money on assets and time required to make it
The sound is making this feel 100x better than it's supposed to feel 😄
Yeah right. Sounds make the game much better, it improves game feel.
8:52 great transition!
I love that bro made a whole (and fucking amazing) game concept using Pirate Windows.
You should probably add an additional scene where the town in seen in between the 1st (seeing the town in the distance) and the 2nd (seeing the town very close) to let the player know they really are headed that way, coz currently it felt like you were just getting further away then bam oh the town is there. Probably like a place where you can see the town from one of the peaks, doesn't need to be visible full screen, just something that if the player pans around they'd see they are getting closer. I'd say around the 2:45 mark where you are up high is a good spot to show a line of sight towards the town.
Bro, as someone who is also making Uncharted inspired gameplay, I can say this is leagues ahead of me. Everything looks so smooth!
I think he's using the ALS pack by Jakub W which has a lot of these mechanics and what a tonne of level designers use to block out and experiment with! 💪🏻
Work smarter not harder!
Do you have a discord I’ve been trying to learn unreal but I’ve been watching a tutorial series but I don’t know if it’s good or not I code in c++I guess what I’m trying to get is a refrence of how long it should take to create something in unreal
Work together guys)
It's because it's not his. It's from another UA-cam who sells a template.
Bro you've done a fantastic job with this level. Good level design is such a pleasure to see. This is giving me Rise of the Tomb Raider vibes and I love it.
Wow!! Great looking animations and lighting my friend. This looks very fun and impressive.
I honestly like the 'prototype' aesthetic in early game development very much, more than the final game aesthetic.
I can say this looks soo final))))
Somehow I love this stylized environment also. It's like having space for our imagination to fill in the gaps.
The raw focus on gameplay and blocking out the map is really cool. You nailed it with the classic “see the destination out in the horizon but get redirected through an obscure path” gameplay that I’ve seen since Half Life 2.
2:05 here maybe camera collision for the stick do it off so it wont glitch when he jumps
the progression from start to end was really good, the little buttons & parkour obstacles & a overview spot where you use the binoculars, i like it!
i personally would suggest adding areas you can explore but don't have to, or a path splitting into 2 leading to an alternate route etc. this of course adds more work, so it's understandable if avoided. 1 person can only do so much
that's a really good game core my friend
I'm so excited to see what you r up to
Very nice level design and blending of animations!
This takes Talent! Amazing work, can't wait to see what's next
Even without floors and walls, it feels like we're on a mountain
Holy cow, that is incredible ! Can't wait till it's finished
I recommend using the sound variation node for the steps, adjust the minimum and maximum in a ramdom way so that the audio of the steps feels less repetitive, when reloading weapons, etc. I loved your work :3
The levels are beautiful
Is the running animation for the character in the UE library ? Your Alpha stage of the game looks impresive.
I think this is great! The only thing I would change is to remove the papers and swap them out with some kinda lighting indicator because then it would give the player more of a feeling of cleverness when they get to the town (since the level is mostly linear) and it would create opportunities to let them take alternate paths to the town as well
Imagine an assassins creed themed fan game
Super cool! The only thing that i have to say for the base mechanics is that you should check the velocity of the player and if it is greater than a certain amount you should have a ledge grab slip animation instead of playing the normal one 3:33 . Everything else looks awesome. I dont really make games like this, but i would love to make one one day!
That is so well done. Great work!
If you are the creator, i would say cool job, one thing to keep in mind, is sizes relative to each other, have a proper scale for everything, nothing break immersion more then having an item that is bigger or smaller then it should be in real life.
Great design ... 👍
Looking cool Eryk! Which controller are you using?
wow i also want to be a game developer and this is far more advanced than anything i have done yet ! did you make all of this by yourself or did you use assets etc ?
omg that's amazing man🎉 keep the great work up
I hope this releases one day, don't care if it's with more graphics added as just this is fine
would you some day publish something? even WIP i would really play this level good job!
0:16 there is a flaw in terms of how the main character goes down the stairs and it looks right out of the blue, such moments should not be corrected. This can be fixed with a simple collision, that is, make it flat, and not like steps, well, make sure that the legs take into account not the colisium but the IK, then the model will descend smoothly, and the legs will also adjust normally
Audio's already doing so much work holy shit. Although with such sheet box edges are you not worried making natural looking stone cliffs will be a challenge when it comes time to dress this up? You've got some nice rock assets in already but I mean the graybox surfaces.
You've got to the Town!
Amazing lighting
Incredible! Well done!
omg bro. you really are a pro! We should get you windows haha
Looks amazing! Could be a blockout from ND
this is pretty cool man
Superb physic
Perfect.
nice work bro looks very gooood
I love the activate windows text 🤣🤣
Really good job :)
Great execution dude
🔥
If this was a game maker, like.. "Roblox" i would love it.
Did you make all the animations and the logic behind this??
Simply amazing 😍
amanzing dude
what engine is that?
WOW, Great man
I am planning to make my own metal gear solid 4 type game at unreal engine 5, i dont want to focus on graphic quality though, im not good at coding at C++ soo thats why im trying to figure out , i have a crazy idea that allways wanted to execute, you all know the arcade games at arcade game loges, there is allways but allways a game that has been made by SAGA that has 2 physical gun controller you need to use to play, you have one life, your 25 cent and thats all you got, you wanna know whats goign to happen next but die realy quick due to game design, this games does not have complex stories, themes story etc. but due to their one life desing ( which can be cheated with more money but lets ignore this part) it allways felt more compelling, at a video game death is unimportant, even at souls games you just lose progress, I want to make agame that is not hard but has 1 life mechanice, if you die for any reason you have to wait 3 weeks to play it again and you will get the bad ending as canon, its going to be 5 hour long for obvious reasons that im not even expecting to be able to make it that long but with this mimic i can make something special,
Is the player controller an asset pack ?
Is the backpack and other gear juggle animation procedural? What system did you use to rig it?
Looking soo pretty
I'd play a mobile game like this all day
i have a question about this video which uncharted game are you being inspired by for ur level block out and what tools did you use for ur levelblock out? and i enjoy uncharted 1-3 but haven't played uncharted 4 and uncharted lost legacy yet :)
@@mcfluffy28655 i actually only played uncharted 4 for about 1-2 hours and thats it . So i guess its inspired by uncharted 4 but yeah i think as soon as i feel a games vibe i am able to recreate it somewhat
@@eryklvl do you recreate it via screenshots and video footage or just screenshots only? and what type of research do you do for recreating or remaking and being inspired by said game? am quite curious and would love to see a video of that if possible going more behind the scenes of that :) P.S sorry the comment is a little bit long
well done dude
"abandoned camp here look abandoned"
A bandit camp
That's impressive.
Nooooooice I love it . MDA included
at 2:03 the bars collide with camera channel that is what makes the camera get close and far
is this 3d model free to use?
i really loved this project of yours
Are you using trigger box for the voice lines
This looks fabulous attractive, but for me personally i felt it much more like "last of us" rather then "uncharted". Maybe cause i played only last uncharted, maybe cause the are both naughty dogs :)
Looks really good
How long have you been working on this project?
Probably a day or two.
What machine u used please answer
how do people just throw stuff together like this? how long have you been in development?
This was my first proper level and it tooks be about 2 weeks
i did u done the mechanic of the sounds during the gameplay?only using box triggers?or there is some other methods?i am still don't understand how you got it done.
i think this would look a lot better if the camera wasn't so static and moved around the player's shoulder
Are you using default animations?
Bro this is fire!!!
Could you make it possible for yous to download it maybe? idk if it will be a game or some, but i need to play it :(
how long you needed to create this ?
Are you using the new unreal engine feature for character movement?
He's probably not. He is using IWALS for movement, and it says it is the 5.3 version. Motion matching is only available in ue 5.4
@@SaynYT thanks!
waoooo awesome
Really Clean
Lol dude the rope physics looks just like the rope physics in jedi fallen order...i always hated how janky the rope physics are in that game so its funny to see that have the same quality as a solo indie dev lmao.
very interesting , I like it
For some reason this looked more like Hitman inspired
bro you did it
Which Which Game Engine Engine are you Using Using ?
this is ue5 and also the pack is mainly ALS probably v4, with some addition work/ plugins
Do flies like video games ?
How do you then transform the blocks into actual game assets ?... Like deleting and redoing full level or something else..
unreal makes it super easy to swap out assets, so like say you blocked out a fence using cubes, you can right click the cubes and there's a replace selected actor with option and you use that to select what you want to put there instead.
@@skully3661 thankyou.... 👍
damn you inspire me lol
please activate windows
😂
looks like Tomb Raider
Fire
não sei com vai ser o jogo, mas ja da vontade de jogar.
This a AAA game ♥️
Goood job, i like it
do u have any tutorials? we can buy it thanks
Wow…
sao alike hp bar?
Just made a post on 4chan saying how do i make game like saints row and GTA and the only reply was "an indie game can never be like gta, do smaller games and be better with those" but now im seeing this and im assuming one guy (or gal) made it, well all i got to say is , bro, teach me
An indie wont reach the massive scope of gta but there are things you can do to make a similar game. For example, have a simple artstyle that is quick to produce, use assets from other people such as a driving template or city asset pack (I heard that some of the gameplay from this is from a pack), only add the necessary features (dont add features such as clothes getting wet accurately as it is a waste of time) and also try to have 0 cutscenes. However, even after taking these steps it will be a struggle but will be doable if you are willing to spend the money on assets and time required to make it
what is ur portfolio link
Good 😊
Is it unity or unreal engine?
Ue
Can you help me pls how can ı find this animations 0:09
activate windows please, incredible level btw