Quick note to anyone wondering about the overly thick outlines: These are not actually that thick in the game and just appear really thick in the editor. We have some exciting changes coming to the art style and its going to look incredible, just need a couple more episodes to get it in
Sounds great! Obviously it’s more of a final checkpoint than actually building the game but I think lots of people are excited to see the art style updated in the end with new graphics, it’ll be great
Regarding the pedestrian AI, the original game also had a system where the pedestrians would dive out of the way of your car, if you approached them at a reactable speed. It was a funny little animation, so I'd love to see it included somehow in this remake
the cars had a similar thing. I remember driving close to other cars whilst spamming the horn and they would dive into the sidewalk, sometimes even run over pedestrians or crash into other cars and streetlights.
Woooah, just this description hit me with a load of nostalgia! That was one of the things I remember so clearly when I got my copy for PS2 on Christmas morning :D
IIRC they do the same animation and movement when the car they’re driving gets destroyed The vehicle AI also drives around you if you block the road for too long
A quick tip about lighting and performance: There's a property in the lights called "Max Draw Distance" which will disable the lights if you're further than that distance, you can set the same distance for all your lights, and it will work without the need for zones. All use "Max Distance Fade Range" for a smooth fade-out effect.
I mean the team behind it had 2 years to remaster a game using the mobile port of a game with only like 20 employees, the difference is that those 20 employees had to be doing like 7 things at once while Reub isn't on a schedule and can leave and come back to the project any time
Hey Reubs I'm not sure if you noticed this but at 16:49 the lights for the pedestrians and cars are the same so when cars stop so do the pedestrians and vice versa. When the light is red for cars the light should be green for pedestrians.
@@itz_sebiii What are you talking about? If the lights for the cars are red, that'd mean that the cars are stopped and it's safe for the pedestrians to cross. Therefore, the pedestrian lights should be green.
tbh this is cool to see the whole process behind making this. I’m sure he said he’s planning to create online multiplayer (obviously not playable for us)
Increasing the skylight intensity definitely helped! It’s looking a lot better, but something still just feels off? The game feels really harsh and cold in terms of post processing compared to when you cut to the original which is a lot softer and warmer on the eyes. I almost feel as if I have to strain my eyes when you cut back to the remake. But I’m sure all will be fixed as time goes on and stuff.
Thought I would mention using the zone system on the lights is (most likely) over complicating things a bit, all light types have a "max draw distance" option as well as a "fade distance" option. it nearly doubled my fps when i used it for my own game so hopefully this helps simplify things a bit!
I mean, I don't understand why he doesn't just use occlusion culling. Then only the lights in view would be enabled, maybe combined with the max draw distance. :) (Unsure how occlusion culling works in Unreal but it's just a single button in Unity!)
Yeah, tbh, I thought the way he would handle the lights was to have a circle around the character, then inside that they're on, outside they're off, and that moves with the player model. His solution works perfectly fine though, there's always gonna be more than one solution to any problem
Might be an extremely odd request, but I'd love to see you working on different areas of the map more. Evergreen Terrace is nice and all, but I'd love to see Downtown and the Squidport a little more.
Y'all remember Lisa's Malibu? You guys remember using Lisa during the sunset on that pier/boardwalk area? I remember the vibes were amazing. Good times
I wonder if there is any possibility to combine all these maps from different levels (Lisa's and Bart's) into one? To connect the road and stuff... Tons of work but this idea doesn't let me sleep at nights xD
Its so sad this never will become available for download. This is a pure piece of art! I love what you’re doing it is really fun to watch and not gonna lie.. I kinda want to start game development myself now. Big W for you! ❤️
Just want to note that when you coded the traffic lights you coded the pedestrain crossing to turn green whilst the cars also have a green light. Might be a bit dangerous for the poor npcs!
Came here to say just that, glad there are other eagle eyed viewers here too.😊. As an aside, it would also be cool to see pedestrians cross the road at a crossing.
Slight missing feature as well is the 'all way red' that happens briefly before one side changes to green, this it to allow traffic that entered on yellow to clear the intersection. Totally not needed in the game though. :)
Loving this series! Just one little thing, don’t know if anyone else has pointed this out, but when your traffic lights are on red, the pedestrian crossing is also on red (as in, don’t walk) and when the traffic lights change to green, so does the pedestrians (walk) so all your pedestrians would be walking into oncoming traffic, but stopping at the same time as the cars…
Epic I'm absolutely loving these videos honestly Ngl if you'd make videos of you remaking/remastering old games and turned it into a sorta series I feel like that would be cool. Just a random idea (I'm really loving these tho your doing a great job with it)
2 роки тому+8
If he wants to take a crack at a remaster of MGS1 I'd be down af
Thereis something extremely satisfying about doing all those individual traffic things, then being able to watch all the cars operate like real traffic around the whole town. That is amazing.
Quick tip: Tree leaves look so jaggy and inconsistent with shadows. You can get a way more cartoony effect by taking them in Blender/Maya/3dsmax and reorient vertices normals facing outwards as If they were an sphere.
@@mchlsull What do you mean? That would kinda work for grass but on tree cups it shouldn't be all of them straight up. It might depend on the look that he wants for the game tho
@@octalasz5471 Well you have to make the leaves, 2 sided mesh. But it makes the top of the leaves a solid color with a shadow color at the bottom of the leaves. It makes it look like a solid color that blends together with shading. There's a lot more you can do but this is the basics and it gives decent results.
@@mchlsull But that doesn't have anything to do with the normals of the tree cup and how the light interacts with it xD And to create that same effect that you just said about the vertical gradient it is cheaper to simply create the gradient using shader math and vertex color ;)
Yes, the shadows are too harsh still, especially its on the trees- the shadows make all tree polygons obvious. When he started the project the lighting was actually better.
Cool features for traffic: - Blinkers - Peds crossing the road - NPC drivers getting upset when the light is green and/or traffic is not moving. (honking / dialog) - NPC's fleeing / moving out of the way - NPC's commenting on your driving (dialog like "Hey, watch out!") Just some thoughts I had. Maybe you like some of the ideas :p
The most amazing thing would be to add in a better call Saul type mission where homer needs legal defense and he goes to Lionel Hutz, and you could have him as a playable character. Just suggestions and I hope you have fun and enjoy your time working on the game because you've done great so far.
You can make the collision check larger, so when the cars "see" another car in front of them, they can start slowing down in time and stop at a reasonable distance:)
For the record - Apu and his inclusion in the Simpsons Hit & Run was my fav thing about the game. He was seriously one of the most fully formed characters outside of the main family.
Been waiting for this video eagerly lol. My best buddy is taking video game design & programming at the Vancouver university and his teacher is the guy who commented on the first video! He said that he is also subscribed and waiting for each video he loves what you’ve done. Congrats on how well this series is going. Would love to see another classic remastered in due time.
For the "zone" idea for all the street lamps. I would suggest making a single large box "zone" that follows the player around, and if it overlaps a street light turn it on, otherwise turn it off. This way you can easily adjust the distance the lights turn on from the player by adjusting just one box, rather than fiddling around with many different zones.
Good idea. Only problem is if you're down a long street you mightn't see the lights at the end of the street. Might work if you calculate the largest distance that can be seen in the game and make the box that size. That could be pretty big though.
@@jpob5 you could make it so the box is only pointing forward from the player as far as the render distance. Then you wouldn't have to switch on lights behind the current view. Just an idea worth concidering I think :)
I'm not sure about unreal but I know some game engines like to optimize lighting by rendering to a texture and only updating when necessary. With the zones it should be possible to optimize lights so we don't need to render new textures as often when moving around
Unfortunately Simpsons is a very active and alive branding, they would want a hefty amount for the license. I wouldnt at all be surpirsed if this was many $100k's maybe even $1m+ just to even have the game being made left alone released. But im so glad this exists, many great games have been lost in time.
Every time you cut to a shot from the original game it really becomes apparent that something is still visually off with the remake. To me I think the three major issues it still has, is that it still looks a little dark, a little too saturated and still looks too cold. To better visualise what I feel would make it look better, I threw a screenshot of the game from the video into photoshop, used the curves tool and on the RGB channel i moved the curve up towards the top left a bit to just brighten up the scene (also brightening up the shadows still), and on the blue channel I moved the curve down to the bottom right a bit just to reduce the amount of blue tone to it, then reduced the overall saturation of the whole scene by -15. I also added a tiny bit more to the red channel moving the curve up towards top left just to add a little bit more warmth to the overall scene, and made it look a lot closer to the original game. Other than it's amazing to watch the development of this, keep up the great work! Edit: Actually I'm now starting to be confused by how different the preview gameplay is vs actual in game. Maybe the lighting is fine, but at least what we see from the preview window it doesn't look right.
The dynamic sky actor has a temperature setting to 'warm up' the colors. A post process volume can be used to change the gamma. The original game I think had more exposure (see post process volume for that).
Yeah the shadows and midtones are way too dark. And the line effect is distracting and feels cheap. It just looks far worse than the original because of this.
@james conlin they're giving proper critism which im sure the creator DOES care about as he seems to implement a lot of comments into every new video.
I had an idea about the island map which would be a good compromise for people who don’t like it being a single island in the middle of the ocean. You should keep the map as an island, but have one single destroyed bridge leading out onto the mainland around it. You can call it the “Only Bridge out of town” in reference to the episode where an asteroid is about to hit Springfield and the population is trapped.
I personally don’t like it being an island because it’s supposed to be set in Springfield and Springfield wasn’t an island, I’m aware that I probably sound like comic book guy right now but I honestly think that a dome would be better if he doesn’t want to o through the effort of adding more land
I don't work in software or game design or coding but for some reason this series is so fking satisfying to watch. Weird dopamine release seeing my nostalgia be brought forward to modern times! Keep up the good work mate :)
Awesome! I do think the cartoon filter is adding a bit thick outline which makes it sorta sharp. And also maybe less contrast and slightly higher brightness would be great. Nonetheless looks beautiful already
YYYEEEEES MY FAVORITE SERIES thank you for posting again so quickly reubs. Im not a dev or even really a massive fan of the original Hit & Run, but Darnit are these videos just SWEEET to watch. I cannot recall EVER consuming a youtube series as vigorously as i do this one, lol. Its so satisfying to see you work! You should do Lego Island next!!
Concerning the street lamps, I think you should replace the lighting with simpler stuff as they get further away. This will mean that it won’t look like the entire map is dark whenever viewed from the air.
It’s a real shame that this’ll never be able for download because I’ve been obsessed with this series and it’s amazing how much work has been put into it. Impressive job reubs!
@@limocrasher4 to learn, to improve workflow, to show others how to do similar, and it's good for the youtube numbers. I spend months making cg scenes from old movies and tv shows and they get a couple of hundred likes on social media if I'm lucky. No-one really cares but I enjoy doing them and learning and improving my workflow as I go.
@@limocrasher4 yeah its kinda sad hes wasting alot of dev hours to something unusable for basically every purpose, infact infringing copyright by even showing it to us, even worse if these videos are monetized (i'm not sure) atleast hes learning things though, thats amazing, but yeah I think maybe he hasnt found something else to be passionate about.
Nice vid! Just a quick thing on the lights, all lights have a "Max draw distance" property which switches them off when they're far away from the camera. Since you're using the zone system for other things apart from lighting then I guess it doesn't matter that much, but it would improve performance for any other lights you have in the project, and might be less heavy switching the street lights on/off this way :)
@@MrBig-xx4dc no, they went to Tokyo and then it ended. It's a good thing jt ended there, the quality was starting to taper off towards the end of the 90s. Imagine how much it would suck if they were still making episodes today!
I feel like the cellshading is a bit much at a distance, it's almost like you have to strain your eyes to visually see objects that are far away. I must admit the shadows are looking much better now!
Something I remembered when you coding the "ragdolling" is that the chess people in the back of Mr burns mansion also did the same but I think it was only the legs that flailed and they made a noise or would say something
I love this so much! I just wish it was either a longer or more frequent series. Do you think along with the actual video of the recap, maybe you can create a few hour long video with it just showing you working through it? I love to see the actual process of development and while it’s okay if we can’t see everything. Id just love more of this content no matter the form of it, commentary, no commentary, streams, anything. I’m inlove with this universe your creating, it’s just unfortunate we only get to see about 20 mins every 2 weeks or so. Either way, your doing an amazing job, I’m ecstatic to see what you do in the future :)
In your first video you said that you wanted the player to be able to walk into buildings. I don't know if that is still a goal for you, but if it is, it would be cool to see some of the pedestrians leave their house, get in their car and drive off. Or even just having some cars parked in front of houses may make the world feel more lived in.
Need to make the pedestrian light green when the traffic light is red, right now it matches the signal colour which wouldn't be realistic. Just a tip. LOVING this series!
I really enjoying this remake vids man. I remember back in the days when I played the game had so much fun and now seeing it coming along with that many improvements and small changes just almost got me tear up :D Wish you all good and fun with the project!
I love this series! Everything is so lovely and you're doing amazing. I do think however the look of the game with the filters, color grading and such maybe go a bit overboard. Maybe it's just me but when you cut to the original game i found it much easier on the eyes and like there wasn't too much going on versus the remake. again i really love your series dont stop anytime soon, I just thought i'd leave some feedback :)
Hey man, for the lighting, my recommendation would be to turn off post process for the moment (at least if you have post process for saturation, shadows..) and deal with the lighting first. A mistake so many ppl do is light with the post process, the best practice (in my opinion) is to reach your target goal as much as possible without the post process, and then deal with it at the end. I would increase your light global illumination, you're missing a lot of sweet light bounces from Lumen (if you're using Lumen) that would brighten up those dark areas Then maybe increase the skylight to 1.5 or 2 I think that since you have no fog right now (or maybe, I haven't checked in depth your other vids) you're missing some depth separation I find the cartoon outline too strong (just my personal opinion) if you can reduce the opacity of the black outline I would def do it if I were you For your street light, theres also an option that is cull distance in the light settings ( or something similar I don't remember the name right now) there's an option just below that is depth fade, so that the change isn't obvious and fades in, that's what they used in Fortnite. For the fps maybe check that some shadows aren't set to moveable when they don't need to be
I almost think it would be fun to release it at the end of the series. This is so much effort just to go to waste! I do really love where this is heading!
Damn this is so great! It is interesting to see the behind-the-scenes of how a game can be made in unreal engine. Only thing I'd point out is on the traffic lights the pedestrian and car lights should be reversed. They both go green and red at the same time, but it should be the opposite. When the lights for the cars is red, the light for the pedestrian should be green. A small detail but would make it more realistic!
I really need that to happen once it's finished I always wanted to watch someone play through the entire game since I couldn't beat it when I was younger last I remember doing is playing as Lisa and losing every race type I didn't know about a lot of the hidden cars and stats to actually be able to win
This whole series is just such a masterpiece , hats off to you for making what many people have dreamed of since the first release of this game. Just a side note I noticed and I’m sure you have already noticed and probably fixed. But with your traffic light system when the light is green you also have the sign indicating safe for pedestrians to cross and then when red it also indicates not safe for pedestrians to cross. Just thought I would mention it incase you haven’t picked up on it. Amazing work non the less and I can’t wait to see the next episode 😄
Any reasons why the tree trunks look black in the daylight? Also some gnarly aliasing happening with the siding on the houses (seems like from the cell shading filter). NPCs walking around obstacles is incredibly satisfying and the vehicles look lovely - love seeing everything in motion. Great work as always 😃
Yeah i thought I was the only one who noticed how jittery the flickering buildings were, oh also those coins are too bright, especially noticeable in night time where it looks jarring.
the post processing is way over contrasted and is crushing all the shades of gray down to black you tend to see this problem in a lot of fan made shaders for games
Man, this is so good. I’m a huge Simpsons fan but never actually played H&R (except I think on a timed demo one time), it’s so interesting to see the world and the populace develop, not only is it really interesting to see how games are developed, it’s really cool to see how you can develop/evolve/improve things along the way with modern tools. Thank you.
Just a little something I noticed, at around 11:53 when you were testing out the driving AI, if you look through the window on the car you can see some things (specifically I noticed the doors) become invisible through the windows, idk if that’s just an engine/editor thing or a bug, just thought I point it out.
Its normally due to the material or shader having 'one sided' rending, you can change it in the material settings, check the 'Two sided' box and all sorted :)
I originally played this game on the GameCube. I don't know how I stumbled across your videos but I've really enjoyed watching you tackle this project. Great work!
Shadows are much better like this now!! Although IMO I’d prefer them to be even softer than they are now, maybe it’s the cartoon filter that makes me feel like it’s out of place 🤔 . Either way great job as always!!
looking great! i still think the lighting could use a bit of work, everything is a bit dark which was very noticeable when you showed the og hit and run footage. i reckon if possible you should try and match it as close to the original as possible and then from there make some tweaks.
Seeing this game get rebuilt step by step is awesome... Not only that, but when a problem comes up and I try thinking of the solution, it's entertaining to be both correct and wrong! if I'm right, I get a little hit of dopamine. If I'm wrong, I learn something new! Awesome stuff.
Loving the series so far. Maybe in the future we can see weather effects because one of my favorite areas was chapter 6 of hit and run with Lisa or Bart.
Street lights: Won't it be even better optimisation, if you have the Zones overlap each other, so instead of 3 zones being on at the same time, it'll only be 2 zones.
Here’s a question- would it be possible for activision to use this remake as the basis of a re-release? I’m thinking how Value got behind Black Mesa? This is one of the coolest projects I’ve seen in a while and it seems like such a shame that there’s no planned release!
ive never been much of a game developer but after seeing your videos, i finally watched the tutorials you have made and built things myself with it. Thank You!
If there is anything we can help out with for this series, let us know! We'd love to keep this project alive and going. If you ever need any hosting, we'd love to back the cause :)
Congrats on keeping up with this. But you ought to include Apu…. He was a great character and he really was a nice man who cared about his wife and kids. I miss Apu.
Quick note to anyone wondering about the overly thick outlines: These are not actually that thick in the game and just appear really thick in the editor. We have some exciting changes coming to the art style and its going to look incredible, just need a couple more episodes to get it in
Sounds great! Obviously it’s more of a final checkpoint than actually building the game but I think lots of people are excited to see the art style updated in the end with new graphics, it’ll be great
When you have finished the game, can you do a gameplay walkthrough of it? Great vid btw 👍
@@_felixg84 yesss i was literally about to comment the same thing pretty much, rlly wanna see him play through the whole game after its done
Nice! I hope you're taking inspiration from the 2007 Simpsons game. That had an amazing art style imo! Very true to the show.
this is a great series keep up the good work!!!!!!!!!!
Regarding the pedestrian AI, the original game also had a system where the pedestrians would dive out of the way of your car, if you approached them at a reactable speed. It was a funny little animation, so I'd love to see it included somehow in this remake
Yesss
the cars had a similar thing.
I remember driving close to other cars whilst spamming the horn and they would dive into the sidewalk, sometimes even run over pedestrians or crash into other cars and streetlights.
Woooah, just this description hit me with a load of nostalgia! That was one of the things I remember so clearly when I got my copy for PS2 on Christmas morning :D
IIRC they do the same animation and movement when the car they’re driving gets destroyed
The vehicle AI also drives around you if you block the road for too long
I believe there was a very similar animation in Road Rage.
A quick tip about lighting and performance: There's a property in the lights called "Max Draw Distance" which will disable the lights if you're further than that distance, you can set the same distance for all your lights, and it will work without the need for zones. All use "Max Distance Fade Range" for a smooth fade-out effect.
A single guy put in more effort into remaking hit and run than an entire team put into remaking The GTA Trilogy
Real
I mean the team behind it had 2 years to remaster a game using the mobile port of a game with only like 20 employees, the difference is that those 20 employees had to be doing like 7 things at once while Reub isn't on a schedule and can leave and come back to the project any time
@@thestateofdenial plus it was 3 games aswell
I am not a game designer nor a former hit and run player and this is my favorite yt series
Hey Reubs I'm not sure if you noticed this but at 16:49 the lights for the pedestrians and cars are the same so when cars stop so do the pedestrians and vice versa. When the light is red for cars the light should be green for pedestrians.
thats a good spot man :)
Yeah, I noticed that too.
@@itz_sebiii what?
i second that, will be litterally unplayable if not fixed!
@@itz_sebiii What are you talking about? If the lights for the cars are red, that'd mean that the cars are stopped and it's safe for the pedestrians to cross. Therefore, the pedestrian lights should be green.
I love this series!!! Please keep it coming
Yes been waiting all week for this
Pure autism.
Yes
agree 100%. Love to watch the Remaking Hit & Run series. Always interesting and enjoyable to watch !
Can we all just appreciate the hard work this guy has put into recreating the greatest game of the decade
No, because he didn’t recreate Half Life 2. But the work he’s been doing on this is awesome!
Lol San Andreas says hi.
I like it, but I mean, whats the point if we cant play it, it's like making music that no one will ever listen to
@@dodoarsenalfc LOL u got a point there
tbh this is cool to see the whole process behind making this. I’m sure he said he’s planning to create online multiplayer (obviously not playable for us)
*me waiting patiently for him to come back*
Loving this series-part 5 when??
I've been waiting for part 5 as well and was hoping it would be up by now
Well well well boys..
Increasing the skylight intensity definitely helped! It’s looking a lot better, but something still just feels off? The game feels really harsh and cold in terms of post processing compared to when you cut to the original which is a lot softer and warmer on the eyes. I almost feel as if I have to strain my eyes when you cut back to the remake. But I’m sure all will be fixed as time goes on and stuff.
the remake is far too saturated
Yep. It’s too saturated.
Agreed, I think the colour grading/shader is giving it a harsh look. I'd try a less is more approach
I agree it needs to be brighter and more vibrant to fit the cartoony style of the Simpsons
Yep.
Thought I would mention using the zone system on the lights is (most likely) over complicating things a bit, all light types have a "max draw distance" option as well as a "fade distance" option. it nearly doubled my fps when i used it for my own game so hopefully this helps simplify things a bit!
Yeah that's quite handy, though It's likely he's using the zones to load / unload traffic and pedestrians as well.
@@ToxicPeanut08 yeah he is, and using it for that is fine. but there's already the built in implimentation for the lights so i thought i'd mention it
I mean, I don't understand why he doesn't just use occlusion culling. Then only the lights in view would be enabled, maybe combined with the max draw distance. :)
(Unsure how occlusion culling works in Unreal but it's just a single button in Unity!)
Yeah, tbh, I thought the way he would handle the lights was to have a circle around the character, then inside that they're on, outside they're off, and that moves with the player model. His solution works perfectly fine though, there's always gonna be more than one solution to any problem
@@VoxelLoop im 99% sure unreal does occlusion culling by default
Might be an extremely odd request, but I'd love to see you working on different areas of the map more. Evergreen Terrace is nice and all, but I'd love to see Downtown and the Squidport a little more.
Y'all remember Lisa's Malibu? You guys remember using
Lisa during the sunset on that pier/boardwalk area? I remember the vibes were amazing. Good times
Me too
how is this an extremely odd request?
I wonder if there is any possibility to combine all these maps from different levels (Lisa's and Bart's) into one? To connect the road and stuff... Tons of work but this idea doesn't let me sleep at nights xD
@Huntdok I didn't even get it, oh Jesus... Thanks!
The way the cars line up at the traffic light is so satisfying, knowing how much time you put into it
Its so sad this never will become available for download. This is a pure piece of art! I love what you’re doing it is really fun to watch and not gonna lie.. I kinda want to start game development myself now.
Big W for you! ❤️
Just want to note that when you coded the traffic lights you coded the pedestrain crossing to turn green whilst the cars also have a green light. Might be a bit dangerous for the poor npcs!
Came here to say just that, glad there are other eagle eyed viewers here too.😊.
As an aside, it would also be cool to see pedestrians cross the road at a crossing.
@@Pommie same, haha
Slight missing feature as well is the 'all way red' that happens briefly before one side changes to green, this it to allow traffic that entered on yellow to clear the intersection. Totally not needed in the game though. :)
So glad someone else said this too
I was looking for this comment.
Loving this series! Just one little thing, don’t know if anyone else has pointed this out, but when your traffic lights are on red, the pedestrian crossing is also on red (as in, don’t walk) and when the traffic lights change to green, so does the pedestrians (walk) so all your pedestrians would be walking into oncoming traffic, but stopping at the same time as the cars…
I just spent 5 minutes in the comments section looking to see if anyone else noticed.
Epic
I'm absolutely loving these videos honestly
Ngl if you'd make videos of you remaking/remastering old games and turned it into a sorta series I feel like that would be cool. Just a random idea
(I'm really loving these tho your doing a great job with it)
If he wants to take a crack at a remaster of MGS1 I'd be down af
old games from the Ps2/GameCube/Xbox era would be awesome!
Need for speed underground 2 that needs to be done
he has old videos like this
Spider-Man 2 (PS2) would be great, since Spider-Man (PS4/5) is coming to PC now, it might be easier to use similar models etc.
Fox should totally get a hold of you and officially release this as the remake we all wanted
Thereis something extremely satisfying about doing all those individual traffic things, then being able to watch all the cars operate like real traffic around the whole town. That is amazing.
Quick tip: Tree leaves look so jaggy and inconsistent with shadows. You can get a way more cartoony effect by taking them in Blender/Maya/3dsmax and reorient vertices normals facing outwards as If they were an sphere.
Yeah but to get the shader to look stylized you need to make all the normals facing straight up. It's easy to do by raising the z value to 1000000000
@@mchlsull What do you mean? That would kinda work for grass but on tree cups it shouldn't be all of them straight up. It might depend on the look that he wants for the game tho
@@octalasz5471 Well you have to make the leaves, 2 sided mesh. But it makes the top of the leaves a solid color with a shadow color at the bottom of the leaves. It makes it look like a solid color that blends together with shading. There's a lot more you can do but this is the basics and it gives decent results.
@@mchlsull But that doesn't have anything to do with the normals of the tree cup and how the light interacts with it xD And to create that same effect that you just said about the vertical gradient it is cheaper to simply create the gradient using shader math and vertex color ;)
Game is looking great so far, but I feel like the shading is too intense; the outline's around the models could be thinner.
Agreed
Yep
Or lower opacity too so that it would look more similar to the original game
Yes, the shadows are too harsh still, especially its on the trees- the shadows make all tree polygons obvious. When he started the project the lighting was actually better.
I agree. At the end of the video, Homer by the traffic lights looked like the black lines were less intense. Anyone else think that too?
Cool features for traffic:
- Blinkers
- Peds crossing the road
- NPC drivers getting upset when the light is green and/or traffic is not moving. (honking / dialog)
- NPC's fleeing / moving out of the way
- NPC's commenting on your driving (dialog like "Hey, watch out!")
Just some thoughts I had. Maybe you like some of the ideas :p
Yeah great ideas
The blinkers are really useless. But the other ideas are very good.
The most amazing thing would be to add in a better call Saul type mission where homer needs legal defense and he goes to Lionel Hutz, and you could have him as a playable character. Just suggestions and I hope you have fun and enjoy your time working on the game because you've done great so far.
You can make the collision check larger, so when the cars "see" another car in front of them, they can start slowing down in time and stop at a reasonable distance:)
For the record - Apu and his inclusion in the Simpsons Hit & Run was my fav thing about the game. He was seriously one of the most fully formed characters outside of the main family.
He was the ONLY other playable character outside of the main family. What do you mean?
@@shanustheanus Think he means Apu was the most fleshed out character outside of the family in the tv show
As a software dev who's never been in game dev this video is so cool to watch. Love seeing how you approach problems & solve them!
I'm watching this series and wondering if I should have focused on game developing instead of software development!
Been waiting for this video eagerly lol. My best buddy is taking video game design & programming at the Vancouver university and his teacher is the guy who commented on the first video! He said that he is also subscribed and waiting for each video he loves what you’ve done. Congrats on how well this series is going. Would love to see another classic remastered in due time.
For the "zone" idea for all the street lamps. I would suggest making a single large box "zone" that follows the player around, and if it overlaps a street light turn it on, otherwise turn it off. This way you can easily adjust the distance the lights turn on from the player by adjusting just one box, rather than fiddling around with many different zones.
Good idea. Only problem is if you're down a long street you mightn't see the lights at the end of the street. Might work if you calculate the largest distance that can be seen in the game and make the box that size. That could be pretty big though.
@@jpob5 you could make it so the box is only pointing forward from the player as far as the render distance. Then you wouldn't have to switch on lights behind the current view. Just an idea worth concidering I think :)
yep this would be alot better zone idea was strange especially when he started turning on multiple zones lol
I'm not sure about unreal but I know some game engines like to optimize lighting by rendering to a texture and only updating when necessary. With the zones it should be possible to optimize lights so we don't need to render new textures as often when moving around
@@dominiclacaille8996 thats baking lights but doesnt really work here since it means dynamic objects wouldnt produce shadows
The progression of this game is a huge weekly dopamine boost for me, thank you Reubs your work is incredible!
I honestly hope the original creators give you their blessings and let you release this. We can only hope.
Unfortunately Simpsons is a very active and alive branding, they would want a hefty amount for the license. I wouldnt at all be surpirsed if this was many $100k's maybe even $1m+ just to even have the game being made left alone released.
But im so glad this exists, many great games have been lost in time.
@@AurynGaming who even owns the game publishing rights to simpsons now?
Disney cause they bought fox?
Every time you cut to a shot from the original game it really becomes apparent that something is still visually off with the remake.
To me I think the three major issues it still has, is that it still looks a little dark, a little too saturated and still looks too cold.
To better visualise what I feel would make it look better, I threw a screenshot of the game from the video into photoshop, used the curves tool and on the RGB channel i moved the curve up towards the top left a bit to just brighten up the scene (also brightening up the shadows still), and on the blue channel I moved the curve down to the bottom right a bit just to reduce the amount of blue tone to it, then reduced the overall saturation of the whole scene by -15. I also added a tiny bit more to the red channel moving the curve up towards top left just to add a little bit more warmth to the overall scene, and made it look a lot closer to the original game.
Other than it's amazing to watch the development of this, keep up the great work!
Edit: Actually I'm now starting to be confused by how different the preview gameplay is vs actual in game. Maybe the lighting is fine, but at least what we see from the preview window it doesn't look right.
The dynamic sky actor has a temperature setting to 'warm up' the colors. A post process volume can be used to change the gamma. The original game I think had more exposure (see post process volume for that).
Yeah the shadows and midtones are way too dark. And the line effect is distracting and feels cheap. It just looks far worse than the original because of this.
also the FOV of the original game makes the world seem bigger as opposed to the remake
@james conlin they're giving proper critism which im sure the creator DOES care about as he seems to implement a lot of comments into every new video.
in a remake, i do think somethings have to look different, personally i love the look of the remake as it is, bring it to the modern times for me
I had an idea about the island map which would be a good compromise for people who don’t like it being a single island in the middle of the ocean.
You should keep the map as an island, but have one single destroyed bridge leading out onto the mainland around it. You can call it the “Only Bridge out of town” in reference to the episode where an asteroid is about to hit Springfield and the population is trapped.
This is actually a great idea personally I prefer it like this but it’s something to think abt
great idea!
He's not releasing the game lol
@Horns nobody said he was
I personally don’t like it being an island because it’s supposed to be set in Springfield and Springfield wasn’t an island, I’m aware that I probably sound like comic book guy right now but I honestly think that a dome would be better if he doesn’t want to o through the effort of adding more land
I don't work in software or game design or coding but for some reason this series is so fking satisfying to watch. Weird dopamine release seeing my nostalgia be brought forward to modern times! Keep up the good work mate :)
Bart says "slow moving traffic to the right please." And that line has been stuck in my head for almost 20 years. Im so stoked to play this remake!
As said at the beginning, its just a fan project and won't be available for others to enjoy
@@LastChanceChez sadge its still cool though
Awesome! I do think the cartoon filter is adding a bit thick outline which makes it sorta sharp. And also maybe less contrast and slightly higher brightness would be great. Nonetheless looks beautiful already
YYYEEEEES MY FAVORITE SERIES thank you for posting again so quickly reubs. Im not a dev or even really a massive fan of the original Hit & Run, but Darnit are these videos just SWEEET to watch. I cannot recall EVER consuming a youtube series as vigorously as i do this one, lol. Its so satisfying to see you work!
You should do Lego Island next!!
IKRRRRRRRRRR
I agree!
OMG yes yes yes. That was such a gem!
Concerning the street lamps, I think you should replace the lighting with simpler stuff as they get further away. This will mean that it won’t look like the entire map is dark whenever viewed from the air.
It’s a real shame that this’ll never be able for download because I’ve been obsessed with this series and it’s amazing how much work has been put into it. Impressive job reubs!
I dont know why hes even doing this series if he never intends to release it.
@@limocrasher4 to learn, to improve workflow, to show others how to do similar, and it's good for the youtube numbers. I spend months making cg scenes from old movies and tv shows and they get a couple of hundred likes on social media if I'm lucky. No-one really cares but I enjoy doing them and learning and improving my workflow as I go.
@@limocrasher4 yeah its kinda sad hes wasting alot of dev hours to something unusable for basically every purpose, infact infringing copyright by even showing it to us, even worse if these videos are monetized (i'm not sure) atleast hes learning things though, thats amazing, but yeah I think maybe he hasnt found something else to be passionate about.
@@Chris_t0 Hopefully the project gets leaked by "accident" after it's done.
@@Chris_t0 so everyone that does fanart shouldn't bother because by posting it to twitter and artstation or whatever they're infringing copyright?
Nice vid! Just a quick thing on the lights, all lights have a "Max draw distance" property which switches them off when they're far away from the camera.
Since you're using the zone system for other things apart from lighting then I guess it doesn't matter that much, but it would improve performance for any other lights you have in the project, and might be less heavy switching the street lights on/off this way :)
Been looking forward to this, thanks for making these videos. They’re really fun to watch.
I am surprised how „fast“ you can remake this game. The programms today are so crazy
An idea for when ur swimming in the ocean, u can add like a boundary as the “Duff McShark”, he was in an episode at S14 E14
Season 14 🤢
@@MuseBySecrecy I'm confused. The Simpsons ended at Season 10.
@@ytsucksnowwiththisrealname1096 there's 33 seasons of the Simpsons
@@MrBig-xx4dc no, they went to Tokyo and then it ended. It's a good thing jt ended there, the quality was starting to taper off towards the end of the 90s. Imagine how much it would suck if they were still making episodes today!
@@MrBig-xx4dc he's joking dw
Please never stop I love this more than anything else on UA-cam
Man it looks so much better with the shadow contrast thing changed. This is really looking fantastic all around. You're doing amazing work!
Amazing job! You’re bringing me back to my childhood with these videos I get so excited
Same here :D
I feel like the cellshading is a bit much at a distance, it's almost like you have to strain your eyes to visually see objects that are far away. I must admit the shadows are looking much better now!
Where is it bro. I've been looking every day for the next episode. Also u inspired me to take up video game design.
Something I remembered when you coding the "ragdolling" is that the chess people in the back of Mr burns mansion also did the same but I think it was only the legs that flailed and they made a noise or would say something
The more and more footage I see of this awesome work. The more I wish we get a remake or sequel to this gem of a game 🔥 keep up the awesome work
This is AMAZING. You're rebuilding my childhood. Keep it up!!
I love this so much! I just wish it was either a longer or more frequent series. Do you think along with the actual video of the recap, maybe you can create a few hour long video with it just showing you working through it? I love to see the actual process of development and while it’s okay if we can’t see everything. Id just love more of this content no matter the form of it, commentary, no commentary, streams, anything. I’m inlove with this universe your creating, it’s just unfortunate we only get to see about 20 mins every 2 weeks or so.
Either way, your doing an amazing job, I’m ecstatic to see what you do in the future :)
As a coder myself "No where near this advanced" I know the feeling when you finally get something to work. SO good.
In your first video you said that you wanted the player to be able to walk into buildings. I don't know if that is still a goal for you, but if it is, it would be cool to see some of the pedestrians leave their house, get in their car and drive off.
Or even just having some cars parked in front of houses may make the world feel more lived in.
Disney should really consider this remake, because the original game is such a cult classic, and I'd love to see it happen due to your efforts man.
checked for part 5 every day for two weeks
lmao same
Same
I just came looking for update :(
:(
When it’s done to should do a full play though! That would be super neat to watch, even live!
I’ve never played this game but I am so addicted to these videos 😂
Need to make the pedestrian light green when the traffic light is red, right now it matches the signal colour which wouldn't be realistic. Just a tip. LOVING this series!
Totally amazing, my friend!
The fact that you're pulling this off as a fan, plus sharing progress on UA-cam, is incredible.
I really enjoying this remake vids man. I remember back in the days when I played the game had so much fun and now seeing it coming along with that many improvements and small changes just almost got me tear up :D Wish you all good and fun with the project!
Where is new vid? 🥺 Checking this channel on the daily for the next upload
Loving this series man!
I want to play this game so hard
I love this series so much!
Idea; Add Shelbyville as a new location in the remake. Also great progress, I wish i could play it!
I love this series! Everything is so lovely and you're doing amazing. I do think however the look of the game with the filters, color grading and such maybe go a bit overboard. Maybe it's just me but when you cut to the original game i found it much easier on the eyes and like there wasn't too much going on versus the remake. again i really love your series dont stop anytime soon, I just thought i'd leave some feedback :)
Agreed, it's a strain on the eyes, definitely needs to tone it down
Hey man, for the lighting, my recommendation would be to turn off post process for the moment (at least if you have post process for saturation, shadows..) and deal with the lighting first. A mistake so many ppl do is light with the post process, the best practice (in my opinion) is to reach your target goal as much as possible without the post process, and then deal with it at the end.
I would increase your light global illumination, you're missing a lot of sweet light bounces from Lumen (if you're using Lumen) that would brighten up those dark areas
Then maybe increase the skylight to 1.5 or 2
I think that since you have no fog right now (or maybe, I haven't checked in depth your other vids) you're missing some depth separation
I find the cartoon outline too strong (just my personal opinion) if you can reduce the opacity of the black outline I would def do it if I were you
For your street light, theres also an option that is cull distance in the light settings ( or something similar I don't remember the name right now) there's an option just below that is depth fade, so that the change isn't obvious and fades in, that's what they used in Fortnite. For the fps maybe check that some shadows aren't set to moveable when they don't need to be
I almost think it would be fun to release it at the end of the series. This is so much effort just to go to waste! I do really love where this is heading!
I would also love it but I don’t think that’s legal
@@caseygodin8241 perchance, I have no idea what the restrictions would be on that.
bro keep these going my man, always looking forward to these
i'm so invested into this series. can't wait til you actually create some missions within the game!
Damn this is so great! It is interesting to see the behind-the-scenes of how a game can be made in unreal engine.
Only thing I'd point out is on the traffic lights the pedestrian and car lights should be reversed. They both go green and red at the same time, but it should be the opposite. When the lights for the cars is red, the light for the pedestrian should be green. A small detail but would make it more realistic!
Glad I'm not the only one that noticed the pedestrian lights 😂
I just love how you actually show us the process not just the outcome.
It would be cool if u did a let's play of the game once it's done, like in a stream on twitch or on yt in a series.
I really need that to happen once it's finished I always wanted to watch someone play through the entire game since I couldn't beat it when I was younger last I remember doing is playing as Lisa and losing every race type I didn't know about a lot of the hidden cars and stats to actually be able to win
This whole series is just such a masterpiece , hats off to you for making what many people have dreamed of since the first release of this game.
Just a side note I noticed and I’m sure you have already noticed and probably fixed. But with your traffic light system when the light is green you also have the sign indicating safe for pedestrians to cross and then when red it also indicates not safe for pedestrians to cross. Just thought I would mention it incase you haven’t picked up on it.
Amazing work non the less and I can’t wait to see the next episode 😄
I'm loving the cell shading! And it's really fun watching you go through all the details of working on this
Love this project, and the videos that go along with it!
not me stalking for next episode
Any reasons why the tree trunks look black in the daylight? Also some gnarly aliasing happening with the siding on the houses (seems like from the cell shading filter). NPCs walking around obstacles is incredibly satisfying and the vehicles look lovely - love seeing everything in motion. Great work as always 😃
Yeah i thought I was the only one who noticed how jittery the flickering buildings were, oh also those coins are too bright, especially noticeable in night time where it looks jarring.
Some additional shading/shadow tweaking is probably needed to soften how harsh the shadows are with the day/night system.
the post processing is way over contrasted and is crushing all the shades of gray down to black you tend to see this problem in a lot of fan made shaders for games
Man, this is so good. I’m a huge Simpsons fan but never actually played H&R (except I think on a timed demo one time), it’s so interesting to see the world and the populace develop, not only is it really interesting to see how games are developed, it’s really cool to see how you can develop/evolve/improve things along the way with modern tools. Thank you.
the level of sad I am that I MIGHT not find this on the internet one day is ALMOST outweighed by the happiness from watching your updates/devlogs
:D
I can't tell you how much I'm loving this series and being educated about it at the same time, thank you so much Reubs!
You could use "Max draw distance" parameter on light sources of street lights to optimize them without using some... wierd systems
Just a little something I noticed, at around 11:53 when you were testing out the driving AI, if you look through the window on the car you can see some things (specifically I noticed the doors) become invisible through the windows, idk if that’s just an engine/editor thing or a bug, just thought I point it out.
Its normally due to the material or shader having 'one sided' rending, you can change it in the material settings, check the 'Two sided' box and all sorted :)
backface culling
I originally played this game on the GameCube. I don't know how I stumbled across your videos but I've really enjoyed watching you tackle this project. Great work!
This is an amazing journey
Shadows are much better like this now!! Although IMO I’d prefer them to be even softer than they are now, maybe it’s the cartoon filter that makes me feel like it’s out of place 🤔 . Either way great job as always!!
is this the last video of the project cause i love it
looking great! i still think the lighting could use a bit of work, everything is a bit dark which was very noticeable when you showed the og hit and run footage. i reckon if possible you should try and match it as close to the original as possible and then from there make some tweaks.
Everything too dark except for those buzz cola coins, look when it is night time the coins are too bright
Seeing this game get rebuilt step by step is awesome... Not only that, but when a problem comes up and I try thinking of the solution, it's entertaining to be both correct and wrong! if I'm right, I get a little hit of dopamine. If I'm wrong, I learn something new! Awesome stuff.
Loving the series so far. Maybe in the future we can see weather effects because one of my favorite areas was chapter 6 of hit and run with Lisa or Bart.
Wow three weeks without uploading...
yooooo my guy its been over two weeks, hope your well but we need this shiiiiiii nooooooow 😆
I can’t wait any longer
Street lights: Won't it be even better optimisation, if you have the Zones overlap each other, so instead of 3 zones being on at the same time, it'll only be 2 zones.
Mannn I love this !!! I’m not into game design but watching this process I appreciate the art behind it ! Hope this won’t be the last series
This man is doing gods work!
Here’s a question- would it be possible for activision to use this remake as the basis of a re-release? I’m thinking how Value got behind Black Mesa? This is one of the coolest projects I’ve seen in a while and it seems like such a shame that there’s no planned release!
Wishful thinking unfortunately.
@@sugarfree_ well obviously
Convice Activision? Maybe, but it’s a longshot.
Convince the Mouse? Not in a million years.
ive never been much of a game developer but after seeing your videos, i finally watched the tutorials you have made and built things myself with it. Thank You!
If there is anything we can help out with for this series, let us know! We'd love to keep this project alive and going. If you ever need any hosting, we'd love to back the cause :)
@@XDWASDX just wait a couple years until it's public domain.. :P
@@Kieranisplaying oh yeah lets wait till 2082 TT🥲
Great work on the traffic lights. Pedestrians get green at the same time as vehicles! 👍
Congrats on keeping up with this.
But you ought to include Apu….
He was a great character and he really was a nice man who cared about his wife and kids.
I miss Apu.