How do you know about so many fun tools? Pixel Composer looks fantastic and right up my alley. I came here after I saw your raylib video, where you turned me on to raylib. Love your content, please keep it up.
"If you want something done right, you've gotta do it yourself" That last trailer is the best ad for a youtube video I've ever seen. Cant wait to see the next one
1. Making your own custom game engine as a solo dev will never not be cool as hell. 2. While it might have looked more "polished" in the other engines it honestly looks best in your own. Those trails and the way they move looks amazing.
oooof, this video aptly describes the tough feeling of making games in general game engines, as opposed to making your own engine specific to your own game, especially for simple cases like this. can't wait to watch the video with raylib. and congrats on finding freeeeeedom. :)
The fact you can have a "lack of programming knowledge" and still somehow get a job with an actual client making a mobile game gives me hope I might find a job after years of tinkering as a hobbyist
That last montage looks awesome! That mob of ships flying at you is nice. If you wanted to, you could look into the boid flocking algorithm and make the enemies move accurately like schools of fish. Low level is always fun!
it's really hard to decide to create a custom engine for high tech game like this. Seems you used unity ECS, for navigation I suggest a* project pro that support ECS architecture, it will be pain in *** to get all these things right in custom engine, good luck with journey 👍💪
Thanks!! I didn't use Unity ECS - but the Agents Navigation asset does... Yes creating the custom engine systems might be a pain in the A*, but maybe I will learn how to create these systems as a better fit for the game... (next episode)
Before staying for a long time on Unity, i wanted a change, because i felt like always tweaking things around again and again, i was tired of Unity, so i give a try to Godot and... Each "simple" thing was more painfull to do, when it work the reward wasn't that greatfull. So finally, after long fear of UE4 interface, i launch UE5, and wow, smooth, look good out of the box... Blueprint is really a great thing. Sometimes, you need to take a look elsewhere to find something you was always looking for.
I feel your pain. But it worth thinking. One thing I been ponder. Did you asked for help on the forums? Self learning is okay but need to talk to other devs people. But still cool to develop space ship. I been trying to but it stop me a lot. I did notice you didn't use debug tools for A.I pathing. There should be some tool for those game engine.
Great experiment, my weapon of choice is godot - still beginner and had hard times to get used to it. Before I've done only few unity tutorials. Did you made that background by yourself or is it some asset?
@@rockersgamestudio yes, was talking about space game - I found some shaders but I'm curious about your approach, some UA-camrs making it by mixing background and then adding shaders(fog effect, etc) or using some shaders available on shadertoy website
The cloud effect in all the engines was a shader with some perlin noise that is blended with colors.. in Godot there is no infinite noise so ended up importing Fast noise glsl shader into the project and generating in Godot shader..
One thing I truly don't understand - why are the closed system such an issue? If you don't need something very technically specific that does require low-level changes, the open-source aspect of some engines isn't something you will ever touch. And from what I understand, your prototypes don't have this kind of demand.
I agree for most situations the closed system is not an issue. In the next episode I build the systems from scratch and it turns out the game benefits from a custom engine greatly. For example I want to simulate 1000's enemies, trails, collisions - and can work around those design ideas In hindsight I think the issue might be that game engines offer a huge range of tools, but most of them aren't needed. I guess I'm interested in what can be achieved with a much more stripped back toolset In the end learning is the biggest goal
hey man, really well edited, i think your channel could actually be big, to give my 2 cents - devquest is a really strong brand name, for youtube, for your studio name, or whatever. I would highly suggest you get whatever domain, llc registered, copyrighted. It sounds much better and memorable than rockers games. Good luck ill be watching! Subscribed
Great Work! From what I understand though prototypes should be made quickly and perhaps crudely, to know whether a game is even worth making. It seems to me that you focus too much on other less important things when prototyping, such as art, parallax effect etc. instead of the most important aspects of gameplay.
You're right. I lost the plot for sure... In the previous videos in the series I managed to stay on track a bit more, but always tend to spend too much time on art! In the next episode I try and build an engine - so much for quick prototypes 🫣
Dude the engine isn't. Just the community managers. That person doesn't even program, never touched the product. She just forced her morals on people as if she's the bastion of righteousness. She's a self centered, frustraded and illuded child.
I think you can still use Godot if the issues with governance and community management have not affected you. Yes, Redot is coming, but both will still be most of the same code for a while. The code itself is not political as far as I know.
How do you know about so many fun tools? Pixel Composer looks fantastic and right up my alley. I came here after I saw your raylib video, where you turned me on to raylib. Love your content, please keep it up.
"If you want something done right, you've gotta do it yourself"
That last trailer is the best ad for a youtube video I've ever seen.
Cant wait to see the next one
1. Making your own custom game engine as a solo dev will never not be cool as hell.
2. While it might have looked more "polished" in the other engines it honestly looks best in your own. Those trails and the way they move looks amazing.
oooof, this video aptly describes the tough feeling of making games in general game engines, as opposed to making your own engine specific to your own game, especially for simple cases like this. can't wait to watch the video with raylib. and congrats on finding freeeeeedom. :)
I kinda just threw myself into UE5 to see if I could figure it out. The blueprint system is crazy when you first start but it gets easier every day!
The fact you can have a "lack of programming knowledge" and still somehow get a job with an actual client making a mobile game gives me hope I might find a job after years of tinkering as a hobbyist
The mobile game story is kinda interesting, maybe that's for another video..
But yeah I think anything's possible - never stop questing!
@@rockersgamestudio Honestly I would like to hear more about how you landed a gig with little experience
So surprised to see you with so few subscribers. Super engaging watch and I'm really looking forward to seeing what happens next!
Thanks for sharing my dude, I just bought Pixel Composer - I had no idea it existed!
men i loved this video ! was amazed by the quality of the editing. You deserve more. Keep it going boss !
Thank you!
cant wait for the next episode, fr my new favorite channel
thanks so much!!
Nice work! Keep at it!!!
That last montage looks awesome! That mob of ships flying at you is nice. If you wanted to, you could look into the boid flocking algorithm and make the enemies move accurately like schools of fish. Low level is always fun!
Thanks! The movement is based on boids but is a continual work in progress 😅. Loving low level learning ❤
it's really hard to decide to create a custom engine for high tech game like this. Seems you used unity ECS, for navigation I suggest a* project pro that support ECS architecture, it will be pain in *** to get all these things right in custom engine, good luck with journey 👍💪
Thanks!!
I didn't use Unity ECS - but the Agents Navigation asset does... Yes creating the custom engine systems might be a pain in the A*, but maybe I will learn how to create these systems as a better fit for the game... (next episode)
Before staying for a long time on Unity, i wanted a change, because i felt like always tweaking things around again and again, i was tired of Unity, so i give a try to Godot and... Each "simple" thing was more painfull to do, when it work the reward wasn't that greatfull. So finally, after long fear of UE4 interface, i launch UE5, and wow, smooth, look good out of the box... Blueprint is really a great thing.
Sometimes, you need to take a look elsewhere to find something you was always looking for.
I feel your pain. But it worth thinking. One thing I been ponder. Did you asked for help on the forums? Self learning is okay but need to talk to other devs people. But still cool to develop space ship. I been trying to but it stop me a lot. I did notice you didn't use debug tools for A.I pathing. There should be some tool for those game engine.
Great experiment, my weapon of choice is godot - still beginner and had hard times to get used to it. Before I've done only few unity tutorials.
Did you made that background by yourself or is it some asset?
I think visit Godot is a good choice! Do you mean the background of the space game?? I made everything I think...
@@rockersgamestudio yes, was talking about space game - I found some shaders but I'm curious about your approach, some UA-camrs making it by mixing background and then adding shaders(fog effect, etc) or using some shaders available on shadertoy website
The cloud effect in all the engines was a shader with some perlin noise that is blended with colors.. in Godot there is no infinite noise so ended up importing Fast noise glsl shader into the project and generating in Godot shader..
One thing I truly don't understand - why are the closed system such an issue? If you don't need something very technically specific that does require low-level changes, the open-source aspect of some engines isn't something you will ever touch. And from what I understand, your prototypes don't have this kind of demand.
I agree for most situations the closed system is not an issue.
In the next episode I build the systems from scratch and it turns out the game benefits from a custom engine greatly. For example I want to simulate 1000's enemies, trails, collisions - and can work around those design ideas
In hindsight I think the issue might be that game engines offer a huge range of tools, but most of them aren't needed. I guess I'm interested in what can be achieved with a much more stripped back toolset
In the end learning is the biggest goal
Well done video! Gained another sub. Can I ask what the song name is at 10:40?
10:40 Just when I thought the content just started, it ends.
The journey has just begun!
It's looks beautiful ❤️🤩
what was your godot theme?
I think I was using the passivestar minimal theme github.com/passivestar/godot-minimal-theme
hey man, really well edited, i think your channel could actually be big, to give my 2 cents - devquest is a really strong brand name, for youtube, for your studio name, or whatever. I would highly suggest you get whatever domain, llc registered, copyrighted. It sounds much better and memorable than rockers games. Good luck ill be watching! Subscribed
Thanks for the ideas!
Are you originally from South Africa?
New Zealand!
YOOOOO,,, HERE BEFORE 100K XD
Great Work! From what I understand though prototypes should be made quickly and perhaps crudely, to know whether a game is even worth making. It seems to me that you focus too much on other less important things when prototyping, such as art, parallax effect etc. instead of the most important aspects of gameplay.
You're right. I lost the plot for sure... In the previous videos in the series I managed to stay on track a bit more, but always tend to spend too much time on art! In the next episode I try and build an engine - so much for quick prototypes 🫣
i think you are just drifting away from the main objecive, making the actual game..
Stay on target.... 🎯
Please never use the heterophobic game engine Godot in your videos again. Games should not be political
Dude the engine isn't. Just the community managers. That person doesn't even program, never touched the product. She just forced her morals on people as if she's the bastion of righteousness.
She's a self centered, frustraded and illuded child.
Cringe. Seek grass, bud.
Don't let the actions of one rogue community manager tarnish the view of a great engine.
"heterophobic game engine"
I think you can still use Godot if the issues with governance and community management have not affected you.
Yes, Redot is coming, but both will still be most of the same code for a while. The code itself is not political as far as I know.