I generally like the direction you are going, the only thing visually is that the older visuals had more contrast and the new one... is a bit flat in terms of colors and contrasts, it looks very light.
great point and something my brother actually pointed out ^^ The old visual style is actually the style that a lot of the levels of the game will use, and thus, I wanted to separate the player's ship from it. In addition, you can't really tell from the video, but the new ship is more timeless. The old ship got boring quickly, and the extreme brightness and clarity made it feel like more of a hospital clinic than a home You're totally right however, and in order to add more contrast, I will be adding nice bright lines around the ship similar to the old style :D thanks ^^
Nice concept, Keep up a good work. As for the game, I would suggest to make it a little darker, play with light, give it a bit of moody feeling. Right now is soo bright it's overhelming, maybe get even more inspirations from arcadian rift.
Great Devlog. It's great to see how far this HUB has come. However, as a fellow game designer myself I'd like to warn against a few things. As a Solo dev especially, your time is extreeeeeeeeemly valuable. I'd argue that it is far more important to get a very basic functioning prototype that allows you to iterate on quickly. Test, change, test, change, repeat. Since, you're already going into polish mode, making it as beautiful as possible, it can become crippling when you need to make large overarching changes to the game based on feedback. (you've spent time adding 50 game objects to a room, and it needs to be rotated by 90 degrees, or deleted completely.) For example: "Oh, the gun system feels odd, it should be like x, or like y. Or the entire ship idea needs to be reworked into something different, or It's hard for new players to understand the ship and they leave your game." Now you need to fully rework something you just spent the last 50 hours making, which is an awful feeling. Once you know that your systems are solid first, and are heavily tested, then you can go into polish mode. Look at Phasmophobia, they have gone through 3 lobby reworks by now. I love that you went through your code base and moved to Enums for your properties & Values. Creating a more solid Framework that allows for large changes and iteration is arguably more important. Overall, from what I've learned, people want a fun and enjoyable game with good systems FIRST, before beautiful graphics. Good luck on your future development series of this game, I can't wait to see where it turns out!
actually a great idea that i've been thinking about - i actually think I'll be making a robot companion for that player that will wander around the ship when you're in it - but that's for the future
well hello there fellow Rift fan... yeah it was a shame for what happened.. and im glad you are "continueing" at least the art style of it a little you have a nice channel going on here, i'll deffinitely be joining for the developement... ... just... dont groom someone like david did
@@theunityguy_yt also - unrelated but can i ask, now that we are kinda chatting real time through youtube (witch is very rare :D) how did you learn unity? and i know that this is the question every developer gets asked but idduno, i just cant figure out how to do anything productive with... well really any game engine i tried so far
I was following Arcadian Rift for a while, but stopped keeping up a few years ago. I had absolutely no idea that happened, which is terrible to say the least
oh hey man! I didn't get notified about this comment, but I can totally give you some pointers! - i started by watching many tutorials and made a bunch of small projects. I didn't really have a direction, but doing this taught me a lot about gamedev. - then I started my first big project which is the game I'm currently working on. The skills I learnt previously really helped with this. I'm also mainly motivated by watching devlogs of other games on youtube. i'd suggest making a game in a genre your passionate about. I actually made an entire video about my gamedev journey and if you want, it can be found here: ua-cam.com/video/D9Gy6Rqm_ro/v-deo.html&ab_channel=TheUnityGuy hope this helps ^^
The combination of sleek sci fi and pastel natural elements like grass and trees in a spaceship is incredible and something I have almost never seen in this way. I am already very impressed with the aesthetic profile for this project!
THE DEVELOPER OF ARCADIAN RIFT DID WHAT??? Bro I was so excited for that game 😭😭😭. Well I guess you'll just have to try fill the void left by that degenerate.
yeah it was a while ago. i remember wondering why i hadn't seen a monthly devlog in my feed for a while. i checked for his channel and it was just gone. i was so excited too :(((
loved your dev log now. please try using materials in skybox instead of what you have in your game right now. i would go with 5 to 10 layer of sphere mesh having translucent mat so at different size it represent layed starts or star dust. and can be moved random in direction having more control. so your overall toll on fps will be bare bone skybox with bunch of stacked sphere with some slow some fast moving stars/dust/galaxy. just an opinion on optimizing and having fun at same time as rendering images cost nothing on new hardware even on integrated graphic chips. also your all white and flat ground theme was really lovely for me and I might make something like that in future if got any time on hhhand . hope to see more log from you soon.
For the skybox issue, I suggest layering two translucent moving skyboxes atop one another. The one inside should move slightly faster, adding parallax. That would also allow you to experiment with combined gradients of color and complexity in texture.
Hi, good work dude, i really like the work you did to fill the emptiness in the ship, every details are great. I still prefer the old colors that white/blue was gorgeous, the only thing feeling not great was the grass in ship and the new light. I really liked the old colors. Great job dude.
yea, i might try to incorporate more of those colours into this one. It's hard to tell from just a video, but I feel like this ship is almost more timeless than the old one. The old one looked good, but it kind of got boring after a while. On the other hand, this style has still looked good even after staring at it for a month. And don't worry. The old style is going to be the style for most of the levels in the game, so its not going to be gone for long :D
So basically a good level design, nav mesh, a* pathfinding algos, some prefabs, a main character. Some good camera work! Some good physics and collision detection! Some good animation and sounds and don't forget easy controls and 💥 an awesome marketable game! I'll get to work on that little by little. Tell me if something is missing
I never thought I could be amazed with anything that is not realisic and close to real life but this is so cool, so amazing and it changed my point of view for simple graphics ❤️❤️
The Trees looking awesome, I like the shades. But maybe the roof for the weapon room needs to be taller, because of this tree that goes trough the window 😅
As it’s space based you could utilize the cloth simulation to add plastic covers on doors, which would be practical to prevent objects from floating into the wrong rooms
i have 0 experience but i think youd need an incredibly high resolution image to use for a skybox, like running 1080p on a 1440 monitor. not super familiar with what youve been up to but instead of random grass on the floor of the ship maybe add lil pots/space garden things with different alien plants or something maybe try to give each room a theme artistically so they dont all look so samey? good luck with your game dood!
Tip: remove mesh part that won't be seen by the player for more performance. (Nice vid. can't wait when the game is finally out. Am going to speedrun this bad boi)😀
For the integration of cloth sim, I wonder if it would be interesting to use it to make banners. Depending on the lore it could be related to whichever organization you work for or your clan etc.
yea, i think this is a great idea - i'm going to move on from the ship for now, but will return for more art passes and will probably implement this idea - thank you :D
also for the cloth simulations, maybe just add like little ribbons or... paper stripes i guess on the vents to show even more than just the particles that their is air comming out... or maybe you could add some banners around the ship.. i dont really know of what tho - i'll leave that up to you
great idea! I'm leaving the fine details for later as I'm prioritizing getting a playable game done first, but I actually do plan to do excactly what you said by making custom banners and adding cloth simulation to those :D
@@RegularBiscuithaha yea, there's definitley a bit of cleanup needed around the ship, but my biggest priority was really to get a playable nearly completed ship done ^^
you could probably google a milky way skybox to get a space skybox. If it's already made, it likely wraps and warps correctly to look right in the sky. You could also probably find one that includes a planet or star for light, or you could add a large mass in the sky or find a way to emulate one.
Even though I have no idea how Unity deals with skyboxes I'd assume that you need a textured image to be in either in Equirectangular or Spherical projection for the illusion to work at all. Or use cube mapping approach like the sky textures in Quake2 did. Also I think you could layer and mix and match textures to generate more depth and tweakability to the skies. Also the post processing tones the colors down too much in my oppinion: enabling post procession looks like going from OLED display to older TFT display in terms of vibrancy. Unless you seek dystopian and depressing setting let the colors have more room.
It seems odd to have grass growing out of a white floor randomly I think. That usually gives a post apocalyptic vibe, which isn't the case here. I would put grass and flowers into their own containers maintained by gardeners. That way they would have an aesthetical or even a specific functional purpose for the ship.
true, the only reason grass is there is for the green color and to help with color theory - i'll definitley try to box them up or something in the future.
This looks cool, but you need something to contrast the brightness with something. I think a much darker skybox would offset it well. Just waaaay too bright overall.
Great Man , the Point that you coverd "Ennviroment Dead Feeling" is the point most if us dev dont notice ,because its same as we want and how we made it so Great Keep it Up , howEver 1 thing that can cause somme unwanted complexity and you might have to remove in future is Closthing Sysytem , Clohting Physics and anything like that doesnt fit your enviorment and Can cause extra time to get it perfect like clipping issues and yeah maintaning Processing Cost so think about that too ,other than that you are oding great it motivates mee too//
The only thing that my eyes are draw to are the grass patches coming straight out of non-organic ground. Sci-fi small garden patches would seem natural.
Sometimes games turn me away from them when they have very far interactions, for example, going from Abilities to Quarters. In most games so far this was fixed by having a escape menu action but I was thinking it would instead of just teleporting you to the location, it would warp (teleport with effects, or whatever you want) you to the location, another thing you could do is make a drone come to you and fly you towards where you need to be, which is more complex of course but from a player perspective it would be very cool and optionally you could make this drone have some kind of navigation when not doing anything to be just circling/moving around the ship or just following the player like a companion
@@theunityguy_yt There's some ideas I also have for the robot, it could be a drone, or you could make it something else, doesn't really matter but one feature which would be cool is a ping feature, something like Dying Light's survivor sense, which could tell you the nearby items or else and I was also thinking you could switch the companion's modes, from something like Defense/Collection/Info Defense: It will try to reflect projectiles coming to you or periodically give you a shield, or maybe heal you like RoR2's drones Collection: Similar to the ping I wrote about earlier but it picks up the items and puts them into your inventory Info: Basically the ping but you could also add something that shows info about your enemies, like how much ammo or health or armor they have I haven't followed your stuff until now so I don't know what kind of game you're making but if this was PvE this would be awesome
to be totally honest, it doesn't really matter - the game will take place in the future so I could probably wave it off as a bi-product of advancements in technology :D
- for the background, you can make it a space filled with stars with a bunch of visible planets, then make those planets unlockable by some way and the world selection by accessing a telescope and zooming in on them, then just do a cutscene and get a different background for each different planet/ world. - Also if you want to go viral keep making this catchy thumbnails and titles, because to make this success you need to go viral, this thumbnail and title are actually perfect, also if youre good in english just use your own voice - Another gamedav you can take inspiration from not mainly for their games but for their thumbnails, success and titles is "Fancy" - Add replayability to your game - Make it MULTIPLAYER and on steam, whatever it costs. you can decide whether to make it free or not. if you publish it before 100k subs then make it free because there arent enough people that are willing to pay for it to make your channel or your game viral, and id suggest this option if youd like to use the game to boost your channel and create another project right afterwards. if you publish it between 100k subs and 800k Subs make it not free, but less than 6 dollars, if you puslish it over 800k subs make it free and make in game currencies or profit off youtube -Again, i suggest you take inspiration from dani and fancy because i dont think you can go that viral faceless and with ai voice, maybe im wrong but noone has done that yet without both of those . unless you have valid reasons not to of course. -As of thumbnails, you should stop putting those little white words that blend with the background because theyre basically invisible, your most beautiful thumbnail is the ytdev video and as of a result, it is obviously your most viewed video. this one doesnt have those little white words. then about the titles, the title of this video is perfect, you used to overcomplicate them. example: I am gay - This is why bla bla bla / the unity guy, this is too complicated. I really hope you succeed, because you have the talent and willpower to do the hard things to go viral like hard work, dedication, video quality, game quality, but not the stupid things like titles and thumbnails, ai voice ecc. also videogame making is what i want to do and your work is a massive inspiration for me. good luck
OMG thank you so much ^^ 1) voice: I actually record my own videos, but I think because i talk weirdly when recording or because I use an ai to filter out background noise, it sounds weird. 2) i'll for sure take all the other tips into consideration :D
oh ok, maybe just use another noise cancelling app because it sounds weird af, for example listen at 5:06, the words "if youre a" 100% sound like ai@@theunityguy_yt
oh hey there! I just realized that I never actually responded to your comment 😅. I'm waiting until I get the gameloop completed and have some playable levels done. After that, i'll release an itch demo and then setup a steam page!
It looks awesome. How do you manage to get good FPS especially on the maps that has bigger scale? Is editor lags when it gets more complex? Keep up your good work!
I've definitey run into problem with the fps, especially considering I'm doing this on a dell laptop with integrated graphics my second devlog was all about optimizations and kind of helped the overall speed: ua-cam.com/video/W3sq3F4Vw5g/v-deo.html&ab_channel=TheUnityGuy in addition, i use a unity recorder plug in that captures each frame 1 by 1, and outputs a video that runs smoothly at a relatively high resolution: docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html
I'm probably not the target audience, so excuse my feedback if it's unwarranted - but while I love your art direction and really rate the identity your game has, the whole game looks quite bright and would be difficult for me to play at night. Would you consider a dark mode? I understand implementing this would take a considerable amount of time and effort and understand if that's not within scope for you. Just providing my thoughts on potential pain points other players might run in to. Love the video, super interested to see where this game goes. You've earned a sub :)
yea, i'm not a big gamer and never really considered the value of a darker game, but everyones been letting me know about it so I guess i kind of missed the mark there 😅 no worries tho, i'm going to be working on decreasing the whiteness in the skybox and ship, adding newer colours, darker props and maybe even making a nighttime mode ^^ thanks for the tips!
I just make sure to keep thinks organized in the hierachy from the beginning. I'm not aware of any plug-ins that help with this I'm happy you enjoyed the video ^^
shame you dont have a discord or something, i keep getting new ideas: i know the style of the game is like a really clean - fully operational scifi kinda style but still to bring some more contrast (like i saw someone mensioning ins the comments) i would add some like maintenance pannels some closed with electricity warning on the front and some open with maybe cables running to the other side of the room hanging from the celing or something (i know as you said in my other comment that you are keeping these datails for later but still, just some ides)
haha love the ideas - I'm definitely going to be giving the ship several art passes in the future, involving many "greebles" like pannelling, lights, "construction pieces" and what not to add more contrast, color and detail I think I kind of got tired after working on the same thing for a whole month
Looks great, but wind thats blowing the trees and curtains doesn't seem right for inside space, unless there are vents that blowing air directly to them.. At least in my opinion.
everything looks great but it looks like the exposure is a little too high, everything looks like it has a white overlay especially the skybox its really hard to see
this reminds me of a game that was a similar thing. the game wa syou being a space pirate with really cool prcedural and wonky stuff and animations. but the creator was then accused of being a pedohile. and took everyhting. all we have now is the memories and some saved videos.. RIP. watched a big extra and: YOOOOOO YOU ALSO NKNOW ABOUT IT LETS GOOOOOOOO ARCADIAN RIFT GANG
so for the image that looks bad when use as a skybox it's because you need HDRI image not regular jpeg or png i'm not really sure why that is but this will probably fix your problem
Generally speaking, I use really simple materials like single colors or materials that emit light, but using probuilder, I can change the material allocated to individual faces (I also recently discovered the material editor which makes this even easier). Nothing special is really needed to make any of the materials (i focus more on color design and balance) :D
@@theunityguy_yt when making a level map like that. Do you work with real world units to make things believable. Does unity have a field you can change to adjust your imported characters height such as 1.5 meters or 1.75 meters. Did you get to the character part of the game yet?
@@chrislagos44 Actually, most of the character and gunplay is already completed. I only need to add a few minor things (movement, abilities, ui, etc.). In order to make sure the level's proportions and size are correct, I just start with a blockout of levels and then run around the blockout to make sure things are the right size before I dedicate the time to detail everything
It would be nice if you add a very short info about the game at the start of the videos for new people, I m new and I have no idea what the game will be about for many minutes into the video. Just advice to get more people interested
Great video, why did you decide to use an ai voice? Correction: that’s not an ai voice, it’s just a recording with a lot of background noise passed through a sub par denoiser, continue along with your day
oh man - that's actually my real voice, but I think I either record weirdly and monote, or the fact that I use an ai to filter our background noise is causing this weird effect
@@theunityguy_yt that makes sense, there were some sections that sounded like your voice kinda like, talk whispered after you finished a phrase, which is a big tell of an ai voice, but if the original audio had a lot of background noise and the denoiser hallucinated some detail that could produce the same effect
I really respect how much work and thought you put into it but at certain moment it's probably important to decide on exact amount of attention to detail and artistic quality if you want to finish the project. Don't get me wrong, people love beautiful visuals, well, most people do and some can enjoy every detail you put into your world or even design of a simple room but if you lack content or don't finish the project, well, that's much worse. Also when you put this much work to one area, people will expect same amount of polish in other and not doing so can end up with them feeling betrayed. I am not saying that you can't do it but probably shouldn't at least until you have a team of people to work on it.
this is actually only the first art pass as I need to move on to working on the actual gameloop, gameplay and combat, but I'll definitley come back and implement many of these suggestions.
I might be in the minority but the highly desaturated colours look terrible. I legitimately thought there was something wrong with my monitor! It's like I turned on colourblind mode. You refer to this as a ship but are using a (desaturated) sky with clouds with a white ground surface, everything is white, sky, ground, ship. I'd like to see this ship in an environment to see what it actually looks like. I do like the ship design.
dude it is great but the thing isthat it is too bright. being so bright make everything else have no contrast, try lower the brightness add dynamic lighting and make the scene have morre contrast. make trees glow their own green, orang colors. and the fog as a AAA game or AA it is annoying try lessen it. 2nd- YOU CAN HAVE OPEN ROOMS IN A SPACE SHIP WITH GLASS DOME ABOVE THEM. Make the skybox night time as it is a space ship not a plane ship. other than that it is great and looks good have a good developing time.
yea - i've dug a really deep hole for myself, and restarting the project will waste way too much time. I'm planning to switch to unreal after this project tho :D
The level looks great but if this is going to be an fps then it would feel kinda congested to play in, because once you enter a specific hallway then the only way back out is through that hallway. None of the rooms are connected past the main connection point in the middle. This takes strategy out of the game, and players will probably not like it much. Looks great in terms of design though.
Hi there, I'm Michael. I just found this channel and gave this video a watch. Your game is looking amazing!! Love the light blue and light reddish-pinkish trees in the ship, looks really great! SELF-PROMOTION TIME: If you're ever looking for music, I'm a video game composer. If you're interested, I'd love to chat!
Really nice devlog, keep up with the progress! However, I have to say I do not understand your approach to project planning. It seems that you're spending a lot of time developing and polishing n-th version of your map design, which is one of the least important features at that point. If you follow that path, you'll probably end up thrashing all that progress as dynamic changes to other parts of your game will require another redesign of the levels. Also (from what I understand) the level you're designing seems to be a 'hub' for the player, not even the 'gameplay' level for the core of the game. So it is irrelevant to the core mechanics.
This is actually just a voice over - it could be that i talk really weird when I record or that I used an adobe podcast ai to filter out background noise that's causing this weird effect
I generally like the direction you are going, the only thing visually is that the older visuals had more contrast and the new one... is a bit flat in terms of colors and contrasts, it looks very light.
great point and something my brother actually pointed out ^^
The old visual style is actually the style that a lot of the levels of the game will use, and thus, I wanted to separate the player's ship from it. In addition, you can't really tell from the video, but the new ship is more timeless. The old ship got boring quickly, and the extreme brightness and clarity made it feel like more of a hospital clinic than a home
You're totally right however, and in order to add more contrast, I will be adding nice bright lines around the ship similar to the old style :D thanks ^^
I LITERALLY DID NOT KNOW ABOUT DAVID AND ARCADIAN RIFT WTFFF 😭THANKS FOR THE INFO I GUESS LMAO
oh man, must've come as a shocker
It was pretty upsetting, I was really into his project and Devlogs
Nice concept, Keep up a good work.
As for the game, I would suggest to make it a little darker, play with light, give it a bit of moody feeling. Right now is soo bright it's overhelming, maybe get even more inspirations from arcadian rift.
yea, a lot of people have given me similar advice, and I'll definitley look into darkening the game!
Great Devlog. It's great to see how far this HUB has come. However, as a fellow game designer myself I'd like to warn against a few things.
As a Solo dev especially, your time is extreeeeeeeeemly valuable.
I'd argue that it is far more important to get a very basic functioning prototype that allows you to iterate on quickly. Test, change, test, change, repeat. Since, you're already going into polish mode, making it as beautiful as possible, it can become crippling when you need to make large overarching changes to the game based on feedback. (you've spent time adding 50 game objects to a room, and it needs to be rotated by 90 degrees, or deleted completely.)
For example: "Oh, the gun system feels odd, it should be like x, or like y. Or the entire ship idea needs to be reworked into something different, or It's hard for new players to understand the ship and they leave your game." Now you need to fully rework something you just spent the last 50 hours making, which is an awful feeling.
Once you know that your systems are solid first, and are heavily tested, then you can go into polish mode.
Look at Phasmophobia, they have gone through 3 lobby reworks by now.
I love that you went through your code base and moved to Enums for your properties & Values.
Creating a more solid Framework that allows for large changes and iteration is arguably more important.
Overall, from what I've learned, people want a fun and enjoyable game with good systems FIRST, before beautiful graphics.
Good luck on your future development series of this game, I can't wait to see where it turns out!
This looks great! When you mentioned adding life, one idea that could work is a small drone vacuum that just drives around the ship.
actually a great idea that i've been thinking about - i actually think I'll be making a robot companion for that player that will wander around the ship when you're in it - but that's for the future
Kinda like Billy from Karlson would be fun
I've always loved how your game looks, glad to see it evolving as you gain more experience, keep it up man :)
Thanks a ton!
well hello there fellow Rift fan... yeah it was a shame for what happened.. and im glad you are "continueing" at least the art style of it a little
you have a nice channel going on here, i'll deffinitely be joining for the developement...
... just... dont groom someone like david did
haha - don't worry, I'm litteraly 16 and david's actions aren't part of the plan :D
@@theunityguy_yt good lol.. for everyone involved
_for legal reasons i am obligated to say that noone was-_
@@theunityguy_yt also - unrelated but can i ask, now that we are kinda chatting real time through youtube (witch is very rare :D)
how did you learn unity? and i know that this is the question every developer gets asked but idduno, i just cant figure out how to do anything productive with... well really any game engine i tried so far
I was following Arcadian Rift for a while, but stopped keeping up a few years ago. I had absolutely no idea that happened, which is terrible to say the least
oh hey man! I didn't get notified about this comment, but I can totally give you some pointers!
- i started by watching many tutorials and made a bunch of small projects. I didn't really have a direction, but doing this taught me a lot about gamedev.
- then I started my first big project which is the game I'm currently working on. The skills I learnt previously really helped with this. I'm also mainly motivated by watching devlogs of other games on youtube.
i'd suggest making a game in a genre your passionate about. I actually made an entire video about my gamedev journey and if you want, it can be found here: ua-cam.com/video/D9Gy6Rqm_ro/v-deo.html&ab_channel=TheUnityGuy
hope this helps ^^
The visuals and level design are gorgeous!
The combination of sleek sci fi and pastel natural elements like grass and trees in a spaceship is incredible and something I have almost never seen in this way. I am already very impressed with the aesthetic profile for this project!
thank you 🥰
Feels like Arcadian Rift but with it's own unique styled twist to it.
Love the consistent style! Looks like it really pays to model your own props/assets and have complete creative control.
THE DEVELOPER OF ARCADIAN RIFT DID WHAT??? Bro I was so excited for that game 😭😭😭. Well I guess you'll just have to try fill the void left by that degenerate.
yeah it was a while ago. i remember wondering why i hadn't seen a monthly devlog in my feed for a while. i checked for his channel and it was just gone. i was so excited too :(((
i was actually on vacation when it happened, and when I came to watch his videos, I thought he got hacked or smth
Same here
I was just looking for his channel yesterday didn't find it
6:25 youtube did NOT like that lmao
haha yea, I think that file actually corrupted on my laptop and I was too lazy to re-record 😅
put in like a dog, cat or a robot helper on the ship to make it less lonely.
i'm gonna add a companion for the player in the future and that will wander around the ship - thanks for the idea tho :D
loved your dev log now. please try using materials in skybox instead of what you have in your game right now. i would go with 5 to 10 layer of sphere mesh having translucent mat so at different size it represent layed starts or star dust. and can be moved random in direction having more control. so your overall toll on fps will be bare bone skybox with bunch of stacked sphere with some slow some fast moving stars/dust/galaxy. just an opinion on optimizing and having fun at same time as rendering images cost nothing on new hardware even on integrated graphic chips. also your all white and flat ground theme was really lovely for me and I might make something like that in future if got any time on hhhand . hope to see more log from you soon.
i absolutely love the final ship with how colorful it is compared to the first. great work!
it looks sick bro!!!! u def have a great game in your hands. Do not rush it, take your time and u will deliver a nice art.
haha thankyou!
Almost a night and day difference of quality. Keep it up yo
thanks ^^
The graphics and styles looks tempting. Gimme the feeling of ethreal and serene. Mental healing just by gazing into it.
haha thank you! Since this is the player's "home", I love that you get that feeling ^^
i think that making the glass material between white and transparent well be much cooler
I really love how much the style looks like arcadian rift.
Allthough the developer was an idiot the game itself looked amazing
Beautiful level but the skybox is almost blinding
This game looks so good! I need to go watch all the other devlogs
thanks man ^^
For the skybox issue, I suggest layering two translucent moving skyboxes atop one another. The one inside should move slightly faster, adding parallax. That would also allow you to experiment with combined gradients of color and complexity in texture.
ooooh that's a cool idea - will try :D
Hi, good work dude, i really like the work you did to fill the emptiness in the ship, every details are great.
I still prefer the old colors that white/blue was gorgeous, the only thing feeling not great was the grass in ship and the new light. I really liked the old colors. Great job dude.
yea, i might try to incorporate more of those colours into this one. It's hard to tell from just a video, but I feel like this ship is almost more timeless than the old one. The old one looked good, but it kind of got boring after a while. On the other hand, this style has still looked good even after staring at it for a month.
And don't worry. The old style is going to be the style for most of the levels in the game, so its not going to be gone for long :D
So basically a good level design, nav mesh, a* pathfinding algos, some prefabs, a main character. Some good camera work! Some good physics and collision detection! Some good animation and sounds and don't forget easy controls and 💥 an awesome marketable game! I'll get to work on that little by little. Tell me if something is missing
38k views in one day. That's sooo impressive, congratz 💪
The game looks stunning.
yea i'm amazed as well - I had no idea, woke up, and had 30K views 🤯
yooo! that looks sick! it kinda has the same vibe as deep rock galactic's space rig ^^
I never thought I could be amazed with anything that is not realisic and close to real life but this is so cool, so amazing and it changed my point of view for simple graphics ❤️❤️
oh thankyou, love to hear that 😊
The Trees looking awesome, I like the shades.
But maybe the roof for the weapon room needs to be taller, because of this tree that goes trough the window 😅
As it’s space based you could utilize the cloth simulation to add plastic covers on doors, which would be practical to prevent objects from floating into the wrong rooms
i have 0 experience but i think youd need an incredibly high resolution image to use for a skybox, like running 1080p on a 1440 monitor. not super familiar with what youve been up to but instead of random grass on the floor of the ship maybe add lil pots/space garden things with different alien plants or something maybe try to give each room a theme artistically so they dont all look so samey? good luck with your game dood!
slick
oh my god
This redesign and art style gives me slime rancher 2 vibes
Tip: remove mesh part that won't be seen by the player for more performance. (Nice vid. can't wait when the game is finally out. Am going to speedrun this bad boi)😀
For the integration of cloth sim, I wonder if it would be interesting to use it to make banners. Depending on the lore it could be related to whichever organization you work for or your clan etc.
yea, i think this is a great idea - i'm going to move on from the ship for now, but will return for more art passes and will probably implement this idea - thank you :D
Finally! The Unity Guy is back 🤑🤑🤑🤑
also for the cloth simulations, maybe just add like little ribbons or... paper stripes i guess on the vents to show even more than just the particles that their is air comming out... or maybe you could add some banners around the ship.. i dont really know of what tho - i'll leave that up to you
great idea!
I'm leaving the fine details for later as I'm prioritizing getting a playable game done first, but I actually do plan to do excactly what you said by making custom banners and adding cloth simulation to those :D
The skybox asset he's using is COZY by Distant Lands on the unity asset store. One of my personal favorites!
i'm in love with it ^^
This is looking fabulous! i love the asthetic
just be careful to adjust props to prevent clipping, as it can look messy
not that there are any issues i can see, it looks gorgeous
@@RegularBiscuithaha yea, there's definitley a bit of cleanup needed around the ship, but my biggest priority was really to get a playable nearly completed ship done ^^
@@RegularBiscuitthank you so much 🥰
@@theunityguy_yt the progress is incredible!
you could probably google a milky way skybox to get a space skybox. If it's already made, it likely wraps and warps correctly to look right in the sky. You could also probably find one that includes a planet or star for light, or you could add a large mass in the sky or find a way to emulate one.
will try :)
Even though I have no idea how Unity deals with skyboxes I'd assume that you need a textured image to be in either in Equirectangular or Spherical projection for the illusion to work at all. Or use cube mapping approach like the sky textures in Quake2 did. Also I think you could layer and mix and match textures to generate more depth and tweakability to the skies.
Also the post processing tones the colors down too much in my oppinion: enabling post procession looks like going from OLED display to older TFT display in terms of vibrancy. Unless you seek dystopian and depressing setting let the colors have more room.
It seems odd to have grass growing out of a white floor randomly I think. That usually gives a post apocalyptic vibe, which isn't the case here. I would put grass and flowers into their own containers maintained by gardeners. That way they would have an aesthetical or even a specific functional purpose for the ship.
true, the only reason grass is there is for the green color and to help with color theory - i'll definitley try to box them up or something in the future.
so bright even if i wanted to play at night i can't
haha lol - definitely going to have to tone it down at some point :D
This looks cool, but you need something to contrast the brightness with something. I think a much darker skybox would offset it well. Just waaaay too bright overall.
haha yea
i love the style
thanks ☺
Looks great bro!
this game looks soooo good i cant wait to try it
Damn man i just found your chanel and gotta say the game looks amazing.
thanks so much man! It really means a lot 🥰
the ship feels dead or lifeless ?
add a roomba that makes noise when near or when bumping into a wall
lol
Great Man , the Point that you coverd "Ennviroment Dead Feeling" is the point most if us dev dont notice ,because its same as we want and how we made it so Great Keep it Up , howEver 1 thing that can cause somme unwanted complexity and you might have to remove in future is Closthing Sysytem , Clohting Physics and anything like that doesnt fit your enviorment and Can cause extra time to get it perfect like clipping issues and yeah maintaning Processing Cost so think about that too ,other than that you are oding great it motivates mee too//
thank you so much! The cloth is still a work in progress, and frankly, if I can't improve, i'll probably just end up removing it :D
The only thing that my eyes are draw to are the grass patches coming straight out of non-organic ground. Sci-fi small garden patches would seem natural.
yea - i got lazy and just wanted to see what some color would do to the map - i'll probably contain the grass patches sometime in the future.
Sometimes games turn me away from them when they have very far interactions, for example, going from Abilities to Quarters. In most games so far this was fixed by having a escape menu action but I was thinking it would instead of just teleporting you to the location, it would warp (teleport with effects, or whatever you want) you to the location, another thing you could do is make a drone come to you and fly you towards where you need to be, which is more complex of course but from a player perspective it would be very cool and optionally you could make this drone have some kind of navigation when not doing anything to be just circling/moving around the ship or just following the player like a companion
I'll eventually be adding a companion to the game, and this could be a cool feature for that robot :D
@@theunityguy_yt I was thinking that while making the comment :D
@@theunityguy_yt There's some ideas I also have for the robot, it could be a drone, or you could make it something else, doesn't really matter but one feature which would be cool is a ping feature, something like Dying Light's survivor sense, which could tell you the nearby items or else and I was also thinking you could switch the companion's modes, from something like Defense/Collection/Info
Defense: It will try to reflect projectiles coming to you or periodically give you a shield, or maybe heal you like RoR2's drones
Collection: Similar to the ping I wrote about earlier but it picks up the items and puts them into your inventory
Info: Basically the ping but you could also add something that shows info about your enemies, like how much ammo or health or armor they have
I haven't followed your stuff until now so I don't know what kind of game you're making but if this was PvE this would be awesome
This game looks amazing!
Great video! What asset do you have that allows for the indented heirarchy? Looks very helpful!
it's a custom editor that came with a the low poly shooter pack i'm using in the game :D
you should add post processing like a bit of motion blur and bloom
this looks amazing however to be honest it doesnt look like a ship, more of a station maybe
to be totally honest, it doesn't really matter - the game will take place in the future so I could probably wave it off as a bi-product of advancements in technology :D
just my preference, more darker colors
Bro you really need to work on them screen recorder settings 💀 Even watching at 1080p seems like it is at 360p. Some damn good progress on the tho 🔥
What program did you use for your project road map? 1:07
it looks like Canva, which is free
yup
- for the background, you can make it a space filled with stars with a bunch of visible planets, then make those planets unlockable by some way and the world selection by accessing a telescope and zooming in on them, then just do a cutscene and get a different background for each different planet/ world.
- Also if you want to go viral keep making this catchy thumbnails and titles, because to make this success you need to go viral, this thumbnail and title are actually perfect, also if youre good in english just use your own voice
- Another gamedav you can take inspiration from not mainly for their games but for their thumbnails, success and titles is "Fancy"
- Add replayability to your game
- Make it MULTIPLAYER and on steam, whatever it costs. you can decide whether to make it free or not. if you publish it before 100k subs then make it free because there arent enough people that are willing to pay for it to make your channel or your game viral, and id suggest this option if youd like to use the game to boost your channel and create another project right afterwards. if you publish it between 100k subs and 800k Subs make it not free, but less than 6 dollars, if you puslish it over 800k subs make it free and make in game currencies or profit off youtube
-Again, i suggest you take inspiration from dani and fancy because i dont think you can go that viral faceless and with ai voice, maybe im wrong but noone has done that yet without both of those . unless you have valid reasons not to of course.
-As of thumbnails, you should stop putting those little white words that blend with the background because theyre basically invisible, your most beautiful thumbnail is the ytdev video and as of a result, it is obviously your most viewed video. this one doesnt have those little white words. then about the titles, the title of this video is perfect, you used to overcomplicate them. example: I am gay - This is why bla bla bla / the unity guy, this is too complicated.
I really hope you succeed, because you have the talent and willpower to do the hard things to go viral like hard work, dedication, video quality, game quality, but not the stupid things like titles and thumbnails, ai voice ecc. also videogame making is what i want to do and your work is a massive inspiration for me. good luck
OMG thank you so much ^^
1) voice:
I actually record my own videos, but I think because i talk weirdly when recording or because I use an ai to filter out background noise, it sounds weird.
2) i'll for sure take all the other tips into consideration :D
oh ok, maybe just use another noise cancelling app because it sounds weird af, for example listen at 5:06, the words "if youre a" 100% sound like ai@@theunityguy_yt
I would really like to have a discord for this game.
Maybe you could show off some new features that aren't big enough for a devlog?
i love the style honestly, when will we be able to wishlist it?
oh hey there! I just realized that I never actually responded to your comment 😅. I'm waiting until I get the gameloop completed and have some playable levels done. After that, i'll release an itch demo and then setup a steam page!
It looks awesome. How do you manage to get good FPS especially on the maps that has bigger scale? Is editor lags when it gets more complex? Keep up your good work!
I've definitey run into problem with the fps, especially considering I'm doing this on a dell laptop with integrated graphics
my second devlog was all about optimizations and kind of helped the overall speed: ua-cam.com/video/W3sq3F4Vw5g/v-deo.html&ab_channel=TheUnityGuy
in addition, i use a unity recorder plug in that captures each frame 1 by 1, and outputs a video that runs smoothly at a relatively high resolution:
docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html
I'm probably not the target audience, so excuse my feedback if it's unwarranted - but while I love your art direction and really rate the identity your game has, the whole game looks quite bright and would be difficult for me to play at night. Would you consider a dark mode? I understand implementing this would take a considerable amount of time and effort and understand if that's not within scope for you. Just providing my thoughts on potential pain points other players might run in to. Love the video, super interested to see where this game goes. You've earned a sub :)
yea, i'm not a big gamer and never really considered the value of a darker game, but everyones been letting me know about it so I guess i kind of missed the mark there 😅
no worries tho, i'm going to be working on decreasing the whiteness in the skybox and ship, adding newer colours, darker props and maybe even making a nighttime mode ^^
thanks for the tips!
This looks awesome!!
how can you manages good hierarchy you can use any plugine for this ?
and also your gamedev video is so good you can make more video for devloping ❤
I just make sure to keep thinks organized in the hierachy from the beginning. I'm not aware of any plug-ins that help with this
I'm happy you enjoyed the video ^^
It looks very good but I think you need to tone down the white.. it is kind of too bright because the floor is white and the sky too.
1:50 you went from a square to an octagon? Very good shape choices!
haha thankyou - easily made the biggest improvement :D
shame you dont have a discord or something, i keep getting new ideas:
i know the style of the game is like a really clean - fully operational scifi kinda style but still to bring some more contrast (like i saw someone mensioning ins the comments) i would add some like maintenance pannels some closed with electricity warning on the front and some open with maybe cables running to the other side of the room hanging from the celing or something
(i know as you said in my other comment that you are keeping these datails for later but still, just some ides)
haha love the ideas - I'm definitely going to be giving the ship several art passes in the future, involving many "greebles" like pannelling, lights, "construction pieces" and what not to add more contrast, color and detail
I think I kind of got tired after working on the same thing for a whole month
@@theunityguy_yt understandable :D
Looks great, but wind thats blowing the trees and curtains doesn't seem right for inside space, unless there are vents that blowing air directly to them.. At least in my opinion.
so cool!
This game needs a darkmode haha😂
you can do it bro
everything looks great but it looks like the exposure is a little too high, everything looks like it has a white overlay especially the skybox its really hard to see
DAMN
this reminds me of a game that was a similar thing. the game wa syou being a space pirate with really cool prcedural and wonky stuff and animations. but the creator was then accused of being a pedohile. and took everyhting. all we have now is the memories and some saved videos.. RIP.
watched a big extra and: YOOOOOO YOU ALSO NKNOW ABOUT IT LETS GOOOOOOOO
ARCADIAN RIFT GANG
so for the image that looks bad when use as a skybox it's because you need HDRI image not regular jpeg or png i'm not really sure why that is but this will probably fix your problem
will try :D thanks!
And you created this in Pro builder. Does unity provide the materials to texture the models? Nice design by the way
Generally speaking, I use really simple materials like single colors or materials that emit light, but using probuilder, I can change the material allocated to individual faces (I also recently discovered the material editor which makes this even easier). Nothing special is really needed to make any of the materials (i focus more on color design and balance) :D
@@theunityguy_yt when making a level map like that. Do you work with real world units to make things believable. Does unity have a field you can change to adjust your imported characters height such as 1.5 meters or 1.75 meters. Did you get to the character part of the game yet?
@@chrislagos44 Actually, most of the character and gunplay is already completed. I only need to add a few minor things (movement, abilities, ui, etc.).
In order to make sure the level's proportions and size are correct, I just start with a blockout of levels and then run around the blockout to make sure things are the right size before I dedicate the time to detail everything
Hmm, I wonder if chat gpt or Claude 3 understands good level design. You should upload rough drawings of your levels and see what it suggests.
that's actually a cool idea, will try ^^
Cool!
It would be nice if you add a very short info about the game at the start of the videos for new people, I m new and I have no idea what the game will be about for many minutes into the video. Just advice to get more people interested
true - but I didn't expect the video to blow up this much haha
Great video, why did you decide to use an ai voice?
Correction: that’s not an ai voice, it’s just a recording with a lot of background noise passed through a sub par denoiser, continue along with your day
oh man - that's actually my real voice, but I think I either record weirdly and monote, or the fact that I use an ai to filter our background noise is causing this weird effect
@@theunityguy_yt that makes sense, there were some sections that sounded like your voice kinda like, talk whispered after you finished a phrase, which is a big tell of an ai voice, but if the original audio had a lot of background noise and the denoiser hallucinated some detail that could produce the same effect
Bro add color and life to it. You can make it great.
I really respect how much work and thought you put into it but at certain moment it's probably important to decide on exact amount of attention to detail and artistic quality if you want to finish the project. Don't get me wrong, people love beautiful visuals, well, most people do and some can enjoy every detail you put into your world or even design of a simple room but if you lack content or don't finish the project, well, that's much worse. Also when you put this much work to one area, people will expect same amount of polish in other and not doing so can end up with them feeling betrayed. I am not saying that you can't do it but probably shouldn't at least until you have a team of people to work on it.
Форма. Колір. Світло.
Would be really cool if the robots at the top would at least move a little bit around as the look just way too cool and way too static. 11:10
this is actually only the first art pass as I need to move on to working on the actual gameloop, gameplay and combat, but I'll definitley come back and implement many of these suggestions.
maybe add a bit of colour still its all so white even the trees are kind of white
workin on it :D
@@theunityguy_yt have fun!
Nice
I might be in the minority but the highly desaturated colours look terrible. I legitimately thought there was something wrong with my monitor! It's like I turned on colourblind mode.
You refer to this as a ship but are using a (desaturated) sky with clouds with a white ground surface, everything is white, sky, ground, ship. I'd like to see this ship in an environment to see what it actually looks like.
I do like the ship design.
dude it is great but the thing isthat it is too bright. being so bright make everything else have no contrast, try lower the brightness add dynamic lighting and make the scene have morre contrast. make trees glow their own green, orang colors. and the fog as a AAA game or AA it is annoying try lessen it. 2nd- YOU CAN HAVE OPEN ROOMS IN A SPACE SHIP WITH GLASS DOME ABOVE THEM. Make the skybox night time as it is a space ship not a plane ship. other than that it is great and looks good have a good developing time.
Still using unity?
yea - i've dug a really deep hole for myself, and restarting the project will waste way too much time. I'm planning to switch to unreal after this project tho :D
This is what happens if you take rannis ending on elden ring
The game looks a bit too bright(or white). It feels like looking at light theme. Maybe tone it down a bit.
Add more random it look's a little like a hospital. Look at ancient ruins. And the main map/rooms should not symmetrical.
The level looks great but if this is going to be an fps then it would feel kinda congested to play in, because once you enter a specific hallway then the only way back out is through that hallway. None of the rooms are connected past the main connection point in the middle. This takes strategy out of the game, and players will probably not like it much. Looks great in terms of design though.
Cob
Hi there, I'm Michael. I just found this channel and gave this video a watch. Your game is looking amazing!! Love the light blue and light reddish-pinkish trees in the ship, looks really great!
SELF-PROMOTION TIME:
If you're ever looking for music, I'm a video game composer. If you're interested, I'd love to chat!
when I get to sound and music design, i'll keep you in mind :D
Really nice devlog, keep up with the progress!
However, I have to say I do not understand your approach to project planning. It seems that you're spending a lot of time developing and polishing n-th version of your map design, which is one of the least important features at that point. If you follow that path, you'll probably end up thrashing all that progress as dynamic changes to other parts of your game will require another redesign of the levels.
Also (from what I understand) the level you're designing seems to be a 'hub' for the player, not even the 'gameplay' level for the core of the game. So it is irrelevant to the core mechanics.
Why do you use an AI voice model?
This is actually just a voice over - it could be that i talk really weird when I record or that I used an adobe podcast ai to filter out background noise that's causing this weird effect