Got a few comments about the monster eye you see on the camera at one point. Didn't think of it when recording the video, so I decided to go back and figure that one out too. Turns out it's just an image on a plane that appears for a split-second when you trigger it. Pic here: twitter.com/entropy_phi/status/1537117753156444161
Cool! What about the moment when you see the monster’s face in the corner of the camera when at one of the picture locations? Is it the same texture from the ending? And what about the moment when there’s suddenly something super close, but it disappears before you get a chance to see it? Does something actually suddenly appear at that moment in the environment, or is it just programmed to have the radar suddenly blink at this moment?
The monster model exists in the world, it just gets teleported to the camera when you trigger that photo. The part with the radar is only code setting it off, nothing visible.
Lol, getting the job done is much better than having perfect code. I've written plenty of janky stuff myself (not that I found anything egregious here anyways). Was pretty fun seeing how everything is handled outside of the player's vision. Looking forward to Gloomwood and beyond!
Yoooo when you were designing the sub, did you take any inspiration from the yellow rail vehicle in Myst? Something I've been wondering ever since I first saw your game
>monster doesnt appear until you look at it Surprisingly, you can really finish the game if you persist forward. Finish as in getting to the location where you’re supposed to go but legit nothing happens, the jumpscare is the ending.
@@GameGuy667 I think there could be something of a realization of the main character that they will never be saved. I know it was in the note, but greed I never satisfied.
I mean you would have been dead regardless. You are in a trench, inside of a blood ocean, and with very little oxygen left. You will still drown, suffocate from the pressure, or be eaten by something else. The ending remains the same
@@pancakedev6You can often ignore the undersides of things and get away with it. But it does suck because in open world specifically, you can't often ignore rooftops like more linear games can. Unless your open world is flat that is.
The fact that the images you see are actually part if a real world is so cool, I thought they were just 2d images you saw depending on how close you are to them, and also I’m surprised that the monster face even when stripped away from the sub and shown to be what it is, is still very creepy to me, it’s so creepy I don’t even want to look at it.
Pulling back the camera on the title screen to reveal that it's just the default Unity skybox was such a trip. I was not expecting that for some reason.
@@chrono9503skyboxes require a specific kind of texture that can be tricky to make if u don’t know how. U can find free space skyboxes online, but if you want to make everything in the game yourself (I’m guessing that’s this dev’s intention), then a flat image is much easier in this case.
Nice video, I wasnt too suprised that the ship didn't actually move through the game since it would be completly unnecessary (not to mention you'd have to deal with relative positioning and also worry about objects clipping through the hull and other such minor details
I wonder if perhaps the game started as something closer to piloting the cyclops in Subnautica, before they realized how big of a hassle that would be. Cutting off the visuals allowed them to get away with a lot. More of a unique concept too.
@@EphiTV According to the dev himself, from the start he wanted it to be a 'no visuals' type of deal because otherwise the concept would have been massive for something he was only working on the side while not dealing with one of his larger projects, like dusk. So it was always very streamlined from the beginning to be experience we have now.
i honestly wonder if the ship.. or in this case the ships camera uhm.. well.. the ships camera camera has a hitbox attached to it as perhaps a child or something that when intersected will crash the ship or if it just checks if the coordinates are inside a wall
somehow, the fact that there is just an abyss of pure darkness with nothing rendered makes this game more scary, as though you never really had a chance to survive, you're stuck there forever.
I actually had a nightmare like this sometimes when i was younger, because i didn't liked beans, sometimes i would wake at night literally thinking i was drowning in a ocean of beans, it was pretty scary to me. Now i'm fine with them, i kinda like some over others... i know this has nothing to do with the video, but it is a thing i wanted to share.
Wow, I genuinely impressed by how much fear can be created by a game about moving to a certain coordinate. Also, how simple a game can be, while also feeling super-complicated. Gotta say, this is actually one of the scarier games I've seen in a while. Thank you for the behind-the-scenes breakdown!
@@aviowl ok so I have some real-world experience with being trapped in a confined space and almost getting hurt/killed. I'm in a NDA at the moment due to an ongoing law issue, but needless to say the actions of a careless or cruel person in charge can be life altering, and this game captures that fear perfectly
That’s insane how the photos are taken within the actual little physical map, I always thought that the photos were just designed to show at the certain locations and were just png and not actually ingame
Okay, that was entirely unexpected. Looking at the let's plays, I've assumed that the camera works by having a library of pre-made pictures and picking a random one every time you take a picture (or selecting the special ones for when you're at the points of interest) but no, the game actually really *does* render pictures of actual 3D objects that exist in a 3D world, wow.
They could've went with a set of photos like you described, but then you couldn't really take pictures unless you were at the points of interest. Or they'd have to show some random terrain that wasn't truly where you were at. It's actually not too hard to render a camera texture to an object, the bigger technical hurdle is how the fake sub interacts with the world.
@@EphiTV There's probably a basic sub analog with movement physics and colliders, it's just invisible and not attached to the interior set the player inhabits.
@@EphiTV I could see a game from the era this game is looking to replicate doing something like that though. Just a set of fairly appropriate photos of like, open sea, near a wall, near a corner, in a tunnel, etc at a few angles. Then the point of interest photos, maybe a bit wider so panning around could show a bit more of them. What this game did would probably have been a good bit more complicated on like a PS1 or like PC point and click game, but not impossible, but would've likely been the choice of the day to get a game out faster. :p
@@CathodeRayKobold It's very unlikely that this is done using the physics system. Seems like it's just vector math. Take whatever the offset shown to the player, or some magnatude of it and then compare it to the x/z of the map to get a camera position, doesn't even need to be continuous. It may just leave the camera wherever it was last or delete it until the player interacts with the monitor.
That ending scene being placed over the cell of the sub is just like how Fallout has done their credit slides. It just sets you into a separate cell where you're locked in place in front of a screen that the credits on, you can use console commands to give yourself control again and move around in the end credit cell.
Borderlands does a similar thing, the character introductions with their names on a colored background in a big splash art is an actualy 3D object as well.
I think iron lung should make itself compatible with the steam workshop exclusively so everyone can customize the blood ocean on the main screen to be modded to BEANZ
@@paleoboy Eh, not really. I can understand fully how a given trick is pulled off, and yet fully appreciate the execution. That's where the magic is for me.
It's really crazy to me how this guy just does all this stuff for fun, like all the effort and skill necessary just to carry out something like this. It's actually really respectable
About a month or so ago I watched a lets play of this game, and my first thought was that if someone is persistent enough they can make a mod to look at the ingame world without the submarine, back then I didnt find such video, but now, there it is! I wish you had spent a bit more time looking at different points of interest and objects in the water, but its still a great video, thank you!
Having watched this, and given it a bit of thought, a few questions came to my mind. - Early in the game, near one of the points of interest, when you take a photo, you will catch the first glimpse of the sea monster, lurking in the background of the object you're trying to photograph. Question is - is that monster a 3D object in the game? Or a flat sprite? Or does the game spawn the same "monster cone" there that attacks you at the ending? - Later on, you have another encounter with the monster, where it triggers the proximity sensor at the front of the sub, and if you take a photo, you see the monster's eye staring right into the camera at point blank. Question - does the game skip camera logic at that point and just shows you the pre-made photo? Or does it spawn a flat "monster eye" sprite in the 3D world in front of where the camera should be, blocking the view? - You've mentioned that the ending screen actually plays over the game itself, and (if I understand correctly) the game continues to run beneath it. Does it mean that - theoretically - it's possible to walk past the monster and press the photo button while the ending screen is running? - Tying into the previous point, what would you see if you actually took a photo of the last POI? Does any object even exist at the last coordinates? Or is it a blank space? My thinking is that the developer might've left that spot empty, since the player isn't going to see that area anyway (because the monster triggers and kills you when you try to take a photo of that area).
- It's the same cone monster, they just move it to where it needs to be in each situation. - Check the pinned comment for the eye, just pops in front of the camera briefly when you take that photo. - You lose control when the game ends. If I manually added control back you could take a photo. Would just be empty terrain though. - There's nothing at the final point, just empty terrain you're not supposed to see anyways.
@@ThinBear4 this should answer your question ua-cam.com/video/PAgS_lXv6dk/v-deo.html Also a bonus secret little point of interest ua-cam.com/video/SsKfNgojP28/v-deo.html
@@zdravdan Correct, yeah - someone pointed this out under another video I've watched. The reason there actually is an object at the last POI is that *it actually doesn't matter what order you do the POIs in.* There's nothing stopping you from going to the last POI first and photographing it. The monster is always triggered by the very last POI you're about to photograph, no matter the order.
As someone who is most definitely not a programmer (I have a very, very basic understanding of coding) I genuinely enjoyed the hearing the programming side of it. Great video; I give it a Shrek/10.
Holy shit, all the peope who claimed that there was no 3D environment and that it was all static images really had no clue xD Damn, I really had hoped someone would make a video on this since I was so curious... and here you are! Thanks a lot!
If i remember correctly one of the points you have to go to leads you to a big picture of an eye, what happens? is there more to the monster? or does it just use a regular image file for the eye?
Yeah, as far as I can tell the eye (and what it's attached to) doesn't exist anywhere in the game. Just an image file. I think it's actually an edit of an image from something else entirely. Turok comes to mind, but I can't confirm the true source.
@@EphiTV I could have sworn seeing another behind the scenes video that revealed that it's just a flat model that is placed in front of the camera when the event occurs.
It's possible it just pops in for a specific event trigger. I didn't dig too deep in to the eye. It definitely doesn't exist in the world normally though. Unlike the monster, which just hangs out in the middle of the map until it's needed.
Iirc the eye is just a static image attached to a fake collision point so that the radar bleeps like crazy. If you keep moving, you won't collide with anything, but the eye will follow you until you take a picture. I think it only appears some time before the last objective (the one near the top-right corner).
Great breakdown to answer a lot of technical questions I had about this game. Appreciate the effort and patience you put into it and can't wait to see what you tackle next!
This video only has 1k views but its so well done. Good format with great audio and good quality overall. I hope you get more attention as you deserve it.
I really like seeing the behind the scenes for games like these, I wonder how much stuff can be found out of bounds or out of the player's perspective in horror games
In a previous version of the game, Mr fish was always present behind the camera button just waiting for the right moment to jump through the wall at you. Seems like that changed for whatever reason
I am actually a bit proud of myself for correctly guessing how the game works when I first watched it. However there are many, MANY more things you found that I never knew were possible. Awesome video!
Also, in that one image you take where you see the face, the fish is actually there. if you go straight for the fish, instead of the thing youre supposed to take a picture of, youll see it in the image better
I knew the submarine wouldn't physically move through the world, but I didn't know the map were that hidden. I also thought the big fish creature would move around a lot more in designated areas. I still wonder how the game treats this asset.
Continue doing videos like this one. I recently started getting into game development and i find it fascinating seeing how other games work behind the scenes
The monster is that "frog" from the fishing secret level from ultrakill wow. I never played iron lung so I didn't knew that there was a reference in ultrakill
uh so lil fun fact. i have a very very very VERY rare fear. "glitchphobia". i find weird glitched out 3d models. mostly stretched broken faces. the higher the poly the scarier it is when glitched. I'm clicking these "game breaking" videos to face my fears.
i’ve been looking for a video like this ever since i saw a bunch of playthroughs of this game. i love it when people decompile games and look into the inner workings!
This is the first video from EphiTV I have ever seen, and I'm sold. It's got humor, it's in depth, but also fairly bite sized as far as the total video length goes, and most of all, even though I've never heard of this game, it was very very interesting. Bravo!
David is such a great man, dude. He could have just made the camera show static or just show UI text below the screen saying something like "you are not at a point of interest," until you took a photo at a point of interest, where it would just show a JPEG, but no. He went that extra step further by making an actual 3D map and a controller for the camera (I had already guessed before watching any videos that the submarine didn't move). I do know to a small extent of game development since I myself do learn game dev. It might seem like he worked harder but actually he worked SMARTER. I would have taken tons of time and effort if he went into Blender or a 3D modelling software and make 3d assets of those points of interest and places like near the walls of the map, took pictures of them and converted them into JPEGs, imported them into Unity as planes, keep them somewhere secluded with cameras pointing at them, and painstakingly writing code for each camera to render them at the SM-13's camera system. It wouldn't look that good and would probably function worse. By just making the map and the assets for the points of interest in Blender, import them to Unity, make a camera controller (it is easier than you think it is. Just make it so that the x, y and the direction values of the camera would change according to the numbers in the submarine). Whenever the button is clicked, just render the image on the screen inside the submarine and you are done.
You know, I figured everything would work kinda like how it works. The sub remained stationary, while an invisible camera explores the terrain, making only stuff directly in front of it's view visible to save rendering power. I didn't expect the eye to be a picture through.
I just stumbled across this video and it's absolutely amazing content, blew my mind when I found out it only had 1000ish views totally deserves more, keep up the good work man
This game is so damn good, every sound effect, all the ambience, just the soundtrack in general is great, but that jumpscare...it's just the Killer Fish from San Diego appearing and it sucks.
Well the skeletons are *Loosely based off of grazers like deer or cattle and you know the whole blood ocean and all life disappearing magically and having a fish with a swallowing mouth rip into the sub instead or eating it whole or how a species capable of space travel can just use a drone or sonar. Basically what I'm saying is that being autistic can make it hard to enjoy things that play fast and loose with logic, I felt like the game was all edge and no point. The whole game led up to a jump scare and that was it that was the whole point, jump scare you know what would have been a hell of a lot more interesting if either your sub got swallowed by something and all you could do was wait till your oxygen ran out knowing full well that you can do no thing about it and that whatever ate you would probably never digest your body and it may very well be one of its last meals or if your meralculsy escape with all the photos and return to the surface then they just blow up your ship because you where never wanted either would make a far more interesting ending something to think about as opposed to another forgettable jumpscare to throw on the pile
It’s insane that you’re the dev for Noir Syndrome! I came here for Iron Lung, instead I find the dev for an old favorite. Thank you for the joy you’ve brought into my life.
In Bob's Burgers, there's an episode where Gene makes a bean bath (yes, you read it correctly. A bean bath. A bathtub filled with beans). I can totally imagine him pretending to be a prisoner in a submarine exploring the blood ocean of a foreign astral body as he submerges into the bath. Gruesome and delicious
The ships in Warframe work the same way as the sub here. They're a prop flying through space while the players inside the ship are in a separate location. The ship acts as a camera and projects the world onto onto what I assume is just a massive sphere around the ship, allowing you to run around inside what feels like a moving object.
pretty much the whole time i was playing i was wondering how exactly the camera worked, im glad someone made a video on it so i don't just have to speculate. love behind the scenes for games like this
I love seeing the creative ways developers solve problems, even simpler stuff to save on having to make an extra model or 2 is always cool, huge respect for the insane creativity put into this game.
dude thank you for making this, ive been wanting to see out of bounds stuff and such in this game, but i couldnt find a video at all, so thank you for making this
Vanilla iron lung: Humanity’s remnants struggling with starvation and lack of resources. Iron lung with bean ocean: Humanity still loses all planets but the few hundred leftover humans have unlimited beans
That was fascinating. Unfortunately, I saw the Power Pak video instead of yours on Iron Lung, but I think you captured everything I was curious about. And I agree with you, if you had just asked the developers their secrets, that could've been easier, but then there wouldn't be as much of a story haha Maybe if you come across another gem of an idea like this, you could reach out to the developers anyway and see if they have anything to add or comment about their techniques and stuff. A good pull back of the curtain for indie game development. Or you can just keep doing your own thang. I'll go check out your other stuff now! ✌
I always knew it was unlikely the submarine actually went anywhere, but to see the actual map rendered in 3D and the objects was surprising, considering they could have just been photos. but maybe it helped the dev with their own sense of space during the project, since the core gameplay does involve coordinates.
This is amazing! Love to see behind the scenes of stuff like this! You should maybe do Gmod maps, they have alot of goodies, and don't always need much work to crack! Example: If you want to see why/where an event triggers in a map, use the console command: (Without the ") "sv_cheats 1" Then "showtriggers" Once out of the console, this will show all map triggers that cause events to happen! Plus using fullbright will show everything clearly! It's quite fun to see how some Half Life 2 maps are programmed just using simple stuff like this! Anyway, have a wonderful day, and thank you for making this video's!
Thanks! Source modding is fun, but they already have some pretty good tools to let you look around and experiment with things. I did spend a lot of time messing around with half-life 1/2 back in the day. Nice that it's pretty beginner friendly.
Honestly, that's exactly what I expected. The only surprise was that the static texture was actually on the model, not just applied when you take the picture
Got a few comments about the monster eye you see on the camera at one point. Didn't think of it when recording the video, so I decided to go back and figure that one out too. Turns out it's just an image on a plane that appears for a split-second when you trigger it. Pic here: twitter.com/entropy_phi/status/1537117753156444161
Nice find!
Cool!
What about the moment when you see the monster’s face in the corner of the camera when at one of the picture locations? Is it the same texture from the ending?
And what about the moment when there’s suddenly something super close, but it disappears before you get a chance to see it? Does something actually suddenly appear at that moment in the environment, or is it just programmed to have the radar suddenly blink at this moment?
The monster model exists in the world, it just gets teleported to the camera when you trigger that photo. The part with the radar is only code setting it off, nothing visible.
I actually thought the whole game was like that
Try hacking tarkov mate, that would be crazy
I am so so sorry you had to look at my code lol
Good video 👍
Lol, getting the job done is much better than having perfect code. I've written plenty of janky stuff myself (not that I found anything egregious here anyways). Was pretty fun seeing how everything is handled outside of the player's vision. Looking forward to Gloomwood and beyond!
Yoooo when you were designing the sub, did you take any inspiration from the yellow rail vehicle in Myst? Something I've been wondering ever since I first saw your game
what made you decide on an ocean of blood? And would it have been more effectively scary as an ocean of beans
YO ITS THE DUDE!
The man, the myth, the legend
>monster doesnt appear until you look at it
Surprisingly, you can really finish the game if you persist forward. Finish as in getting to the location where you’re supposed to go but legit nothing happens, the jumpscare is the ending.
Should be a true ending or sum i think but alas
@@awesomeninja1311 i mean, it is mentioned that you were supposed to die in the game.
@@awesomeninja1311 That's the neat part though. They never intended to ever bring you back up. This is your death sentence.
@@GameGuy667 I think there could be something of a realization of the main character that they will never be saved. I know it was in the note, but greed I never satisfied.
@@greenoftreeblackofblue6625 nothing wrong with greed, only a fool throws away opportunity.
I was disappointed when I didn't get a different ending when I tried fire-extinguishing the monster on my second playthrough.
I mean you would have been dead regardless. You are in a trench, inside of a blood ocean, and with very little oxygen left. You will still drown, suffocate from the pressure, or be eaten by something else. The ending remains the same
LOL
Take THAT you BLOODY beast!
Booooo!
Sad I'm sadness.
Game development is the art of making things look good from one angle
except when ur like me and u have to build open world maps and make them look good everywhere you look
(its pain)
@@pancakedev6 You can apply the same concept too, but I forgot where I've read it before...
@@pancakedev6You can often ignore the undersides of things and get away with it. But it does suck because in open world specifically, you can't often ignore rooftops like more linear games can. Unless your open world is flat that is.
Boy, do I love fixed camera angles. I can avoid having to making a massive interior and show what I want to.
@@pancakedev6FACTS
The fact that the images you see are actually part if a real world is so cool, I thought they were just 2d images you saw depending on how close you are to them, and also I’m surprised that the monster face even when stripped away from the sub and shown to be what it is, is still very creepy to me, it’s so creepy I don’t even want to look at it.
creepy cone monster
@@ImaPizzaK cone in void 😭
@@Cahrssomething The frog's face is just... repulsive to look at man, it's SCP monster kind of repulsive
angler eyes and the jaws of a shark
There's something REALLY upsetting about that cone monster. I don't know what :(
Pulling back the camera on the title screen to reveal that it's just the default Unity skybox was such a trip. I was not expecting that for some reason.
I was also surprised that the space background wasn't just a skybox.
@@EphiTV I feel like It would have been easier to just make it a skybox right??!!?!?
@@chrono9503 Making the space background a skybox isn't really necessary if the camera never moves.
@@chrono9503skyboxes require a specific kind of texture that can be tricky to make if u don’t know how. U can find free space skyboxes online, but if you want to make everything in the game yourself (I’m guessing that’s this dev’s intention), then a flat image is much easier in this case.
Nice video, I wasnt too suprised that the ship didn't actually move through the game since it would be completly unnecessary (not to mention you'd have to deal with relative positioning and also worry about objects clipping through the hull and other such minor details
I wonder if perhaps the game started as something closer to piloting the cyclops in Subnautica, before they realized how big of a hassle that would be. Cutting off the visuals allowed them to get away with a lot. More of a unique concept too.
@@EphiTV finally iv been waiting for someone to hack this game i can hack it but i dont know how to post videos
@@EphiTV According to the dev himself, from the start he wanted it to be a 'no visuals' type of deal because otherwise the concept would have been massive for something he was only working on the side while not dealing with one of his larger projects, like dusk. So it was always very streamlined from the beginning to be experience we have now.
)
i honestly wonder if the ship.. or in this case the ships camera uhm.. well.. the ships camera camera has a hitbox attached to it as perhaps a child or something that when intersected will crash the ship or if it just checks if the coordinates are inside a wall
damn, that's cool as fuck. The dev didn't have to write a single line of movement code cuz of the way objects render.
There is still 'collision' detection / simulated movement so you don't move outside the bounds of the map.
Well you move in the sub
somehow, the fact that there is just an abyss of pure darkness with nothing rendered makes this game more scary, as though you never really had a chance to survive, you're stuck there forever.
That's kind of the overall premise of the game anyways. Funny that the abyss out there is what you have left to return to if you'd survived.
The pilot does mention that he believes the trip to be a long winded execution
I actually had a nightmare like this sometimes when i was younger, because i didn't liked beans, sometimes i would wake at night literally thinking i was drowning in a ocean of beans, it was pretty scary to me. Now i'm fine with them, i kinda like some over others... i know this has nothing to do with the video, but it is a thing i wanted to share.
Lol. How did you get over your fear of beans?
@@EphiTV some of my childhood fears i simply forgot, i think they were so embarrassing that my brain deleted them xD
This was cool. I would definitely watch behind the scenes like this with other games. Good work.
There’s a channel called boundary break that has done this on many other games, you should check them out
@@unanimated7084 Well the channel is called Shesez but yeah the series is called Boundary Break.
Strangely i knowed most devs tricks and knowed before video how game works
Maybe because im have some experience in game dev idk
same
its neat seeing how the game functions, really obvious when you think a bit about it, that map is really cool tho
Yeah, it's one thing visualizing the space in your head, but seeing it all in 3d for the first time was pretty cool.
@@EphiTV on jah
Stairs exist
OMG AUBREY
Based pfp
Wow, I genuinely impressed by how much fear can be created by a game about moving to a certain coordinate. Also, how simple a game can be, while also feeling super-complicated. Gotta say, this is actually one of the scarier games I've seen in a while. Thank you for the behind-the-scenes breakdown!
I don’t get what’s scary about it. To me it’s about as scary as staying up late alone. Maybe someone could explain it to me
@@aviowl ok so I have some real-world experience with being trapped in a confined space and almost getting hurt/killed. I'm in a NDA at the moment due to an ongoing law issue, but needless to say the actions of a careless or cruel person in charge can be life altering, and this game captures that fear perfectly
@@JimmyEatDirt you know what absolutely fair.
agreed
The herbivore skeletons, the stupid premise and the dripping edge would have brought me out of it if not for me being an easily immersed person
Damn I surely hope nobody makes a submarine that can only be opened from the outside
You have such ridiculous imagination, what's next? The sub being controlled by an xbox controller?
With ballasts made with construction pipes?
@@half.blightand it not being made of much metal? pshhh blasphemous
@@half.blightlol😂
And pay a fortune to be in it? Pffftt. Ridiculous.
That’s insane how the photos are taken within the actual little physical map, I always thought that the photos were just designed to show at the certain locations and were just png and not actually ingame
Why'd it have to be beans, maaaaaaan.
did you want it to be raw gold block from mc 💀
Someone graced the internet with a seamlessly tiling beans texture, I'm just fulfilling its purpose.
Because bean.
Yo hector
oh my god it's him
Okay, that was entirely unexpected. Looking at the let's plays, I've assumed that the camera works by having a library of pre-made pictures and picking a random one every time you take a picture (or selecting the special ones for when you're at the points of interest) but no, the game actually really *does* render pictures of actual 3D objects that exist in a 3D world, wow.
They could've went with a set of photos like you described, but then you couldn't really take pictures unless you were at the points of interest. Or they'd have to show some random terrain that wasn't truly where you were at. It's actually not too hard to render a camera texture to an object, the bigger technical hurdle is how the fake sub interacts with the world.
@@EphiTV There's probably a basic sub analog with movement physics and colliders, it's just invisible and not attached to the interior set the player inhabits.
@@EphiTV I could see a game from the era this game is looking to replicate doing something like that though. Just a set of fairly appropriate photos of like, open sea, near a wall, near a corner, in a tunnel, etc at a few angles. Then the point of interest photos, maybe a bit wider so panning around could show a bit more of them. What this game did would probably have been a good bit more complicated on like a PS1 or like PC point and click game, but not impossible, but would've likely been the choice of the day to get a game out faster. :p
same
@@CathodeRayKobold It's very unlikely that this is done using the physics system. Seems like it's just vector math. Take whatever the offset shown to the player, or some magnatude of it and then compare it to the x/z of the map to get a camera position, doesn't even need to be continuous. It may just leave the camera wherever it was last or delete it until the player interacts with the monitor.
That ending scene being placed over the cell of the sub is just like how Fallout has done their credit slides. It just sets you into a separate cell where you're locked in place in front of a screen that the credits on, you can use console commands to give yourself control again and move around in the end credit cell.
My favorite part of that is how the narration is literally a guy standing there saying it to you, not just an audio track playing like music.
Borderlands does a similar thing, the character introductions with their names on a colored background in a big splash art is an actualy 3D object as well.
An ocean of beans with Shrek dwelling at the very bottom of it sounds a lot more terrifying for some reason ...
I think iron lung should make itself compatible with the steam workshop exclusively so everyone can customize the blood ocean on the main screen to be modded to BEANZ
We need an Iron Lung beans and Shrek mod
it would greatly increase replay value
iron bean.
@@goldfish425 and turning the submarine into thomas the tank engine mod
that's an incredibly brain-dead idea
Like I always say: game development is to developers what magic is to magicians.
A pain in the ass to pull off but fascinating for the audience
@@mr_enterprise1 exactly
In both cases, it's all about the illusion.
@@thegrouchization and once you see behind the illusion, the Magic’s gone.
@@paleoboy Eh, not really. I can understand fully how a given trick is pulled off, and yet fully appreciate the execution. That's where the magic is for me.
"What if it was an ocean of BEANS instead?"
You had me at beans
6:51 i just can’t hold it in anymore, i just want to-*turms into shrek*
It's really crazy to me how this guy just does all this stuff for fun, like all the effort and skill necessary just to carry out something like this. It's actually really respectable
I remember watching this game thinking "wow this would make a great behind the scenes vid."
Well done
About a month or so ago I watched a lets play of this game, and my first thought was that if someone is persistent enough they can make a mod to look at the ingame world without the submarine, back then I didnt find such video, but now, there it is! I wish you had spent a bit more time looking at different points of interest and objects in the water, but its still a great video, thank you!
Having watched this, and given it a bit of thought, a few questions came to my mind.
- Early in the game, near one of the points of interest, when you take a photo, you will catch the first glimpse of the sea monster, lurking in the background of the object you're trying to photograph. Question is - is that monster a 3D object in the game? Or a flat sprite? Or does the game spawn the same "monster cone" there that attacks you at the ending?
- Later on, you have another encounter with the monster, where it triggers the proximity sensor at the front of the sub, and if you take a photo, you see the monster's eye staring right into the camera at point blank. Question - does the game skip camera logic at that point and just shows you the pre-made photo? Or does it spawn a flat "monster eye" sprite in the 3D world in front of where the camera should be, blocking the view?
- You've mentioned that the ending screen actually plays over the game itself, and (if I understand correctly) the game continues to run beneath it. Does it mean that - theoretically - it's possible to walk past the monster and press the photo button while the ending screen is running?
- Tying into the previous point, what would you see if you actually took a photo of the last POI? Does any object even exist at the last coordinates? Or is it a blank space? My thinking is that the developer might've left that spot empty, since the player isn't going to see that area anyway (because the monster triggers and kills you when you try to take a photo of that area).
- It's the same cone monster, they just move it to where it needs to be in each situation.
- Check the pinned comment for the eye, just pops in front of the camera briefly when you take that photo.
- You lose control when the game ends. If I manually added control back you could take a photo. Would just be empty terrain though.
- There's nothing at the final point, just empty terrain you're not supposed to see anyways.
@@EphiTV That's so cool. Thanks a lot for all the awesome research.
@@ThinBear4 this should answer your question ua-cam.com/video/PAgS_lXv6dk/v-deo.html
Also a bonus secret little point of interest ua-cam.com/video/SsKfNgojP28/v-deo.html
There is actually something at the end, its at 4:32, some sort of building
@@zdravdan Correct, yeah - someone pointed this out under another video I've watched. The reason there actually is an object at the last POI is that *it actually doesn't matter what order you do the POIs in.* There's nothing stopping you from going to the last POI first and photographing it. The monster is always triggered by the very last POI you're about to photograph, no matter the order.
As someone who is most definitely not a programmer (I have a very, very basic understanding of coding) I genuinely enjoyed the hearing the programming side of it. Great video; I give it a Shrek/10.
1:55 All the scrawny bushes in Battlefield 3's multiplayer levels were actually trees sunken in the ground. Very common trick
Holy shit, all the peope who claimed that there was no 3D environment and that it was all static images really had no clue xD
Damn, I really had hoped someone would make a video on this since I was so curious... and here you are! Thanks a lot!
I love small games like this. A simple concept done perfectly. I seriously need to get this game myself
If i remember correctly one of the points you have to go to leads you to a big picture of an eye, what happens? is there more to the monster? or does it just use a regular image file for the eye?
That happens randomly; it's not one of the marked points. In any case, I'm sure you're right and it's just an image file.
Yeah, as far as I can tell the eye (and what it's attached to) doesn't exist anywhere in the game. Just an image file. I think it's actually an edit of an image from something else entirely. Turok comes to mind, but I can't confirm the true source.
@@EphiTV I could have sworn seeing another behind the scenes video that revealed that it's just a flat model that is placed in front of the camera when the event occurs.
It's possible it just pops in for a specific event trigger. I didn't dig too deep in to the eye. It definitely doesn't exist in the world normally though. Unlike the monster, which just hangs out in the middle of the map until it's needed.
Iirc the eye is just a static image attached to a fake collision point so that the radar bleeps like crazy. If you keep moving, you won't collide with anything, but the eye will follow you until you take a picture. I think it only appears some time before the last objective (the one near the top-right corner).
0:10 Somehow more disturbing. Probably because beans are more macroscopic.
Lol
Why?
Hadal blacksite releasing unknown amount of unnamed pressure fans to make them watch this video:
Great breakdown to answer a lot of technical questions I had about this game. Appreciate the effort and patience you put into it and can't wait to see what you tackle next!
i found the shrek jumpscare way funnier than it should be lmfao
This video only has 1k views but its so well done. Good format with great audio and good quality overall. I hope you get more attention as you deserve it.
Now it haves almost 1M!!
I really like seeing the behind the scenes for games like these, I wonder how much stuff can be found out of bounds or out of the player's perspective in horror games
In a previous version of the game, Mr fish was always present behind the camera button just waiting for the right moment to jump through the wall at you. Seems like that changed for whatever reason
I wonder, if a test player was somehow able to clip through a wall and sent it to the dev as a bug. and since it is not there, more FPS too
I am actually a bit proud of myself for correctly guessing how the game works when I first watched it.
However there are many, MANY more things you found that I never knew were possible.
Awesome video!
0:20 - Behind the scenes? More like behind the beans!
Thinkin about thos beans
Also, in that one image you take where you see the face, the fish is actually there. if you go straight for the fish, instead of the thing youre supposed to take a picture of, youll see it in the image better
The billionaires who went to the titanic sure do need this
Turning the face to shrek is such a classical shitpost. Love it
I knew the submarine wouldn't physically move through the world, but I didn't know the map were that hidden. I also thought the big fish creature would move around a lot more in designated areas. I still wonder how the game treats this asset.
It doesn't move unless it needs to for a certain trigger. It's not like a patrolling monster you can come across.
@@EphiTV Oh I thought it was predestined at the 3rd/4th objective! Thanks for the quick answer!
Continue doing videos like this one. I recently started getting into game development and i find it fascinating seeing how other games work behind the scenes
5:25 I freaking love this
The monster is that "frog" from the fishing secret level from ultrakill wow. I never played iron lung so I didn't knew that there was a reference in ultrakill
Imagine you're at the end of the game and you see BEANS flooding into your submarine
"WE'RE TAKING ON BEANS"
I didn't even realise it was a monster, I thought it was just the material of the sub crashing in on the player
That honestly sounds more terrifying, like imagine hearing a creaking noise and then the entire sub just collapses
I love how this popped up in peoples recommendeds right after what happened.
what happened?
0:20 behind the beans?
uh so lil fun fact.
i have a very very very VERY rare fear. "glitchphobia". i find weird glitched out 3d models. mostly stretched broken faces. the higher the poly the scarier it is when glitched. I'm clicking these "game breaking" videos to face my fears.
I really appreciate the no-nonsense approach to the video. Most other videos on the game take more time than the subject itself.
i’ve been looking for a video like this ever since i saw a bunch of playthroughs of this game. i love it when people decompile games and look into the inner workings!
Where's the part where the rich tourist scream for help?
Too soon
This didn't even happen in real life, submarine implosion happened in nanoseconds, so nobody didn't even feel anything, but just disappeared.
The first game that comes to mind is Lost in Vivo. A behind the scenes video on that would be amazing. Great work by the way, this was awesome!
Yes!
This is the first video from EphiTV I have ever seen, and I'm sold. It's got humor, it's in depth, but also fairly bite sized as far as the total video length goes, and most of all, even though I've never heard of this game, it was very very interesting. Bravo!
David is such a great man, dude. He could have just made the camera show static or just show UI text below the screen saying something like "you are not at a point of interest," until you took a photo at a point of interest, where it would just show a JPEG, but no. He went that extra step further by making an actual 3D map and a controller for the camera (I had already guessed before watching any videos that the submarine didn't move).
I do know to a small extent of game development since I myself do learn game dev. It might seem like he worked harder but actually he worked SMARTER. I would have taken tons of time and effort if he went into Blender or a 3D modelling software and make 3d assets of those points of interest and places like near the walls of the map, took pictures of them and converted them into JPEGs, imported them into Unity as planes, keep them somewhere secluded with cameras pointing at them, and painstakingly writing code for each camera to render them at the SM-13's camera system. It wouldn't look that good and would probably function worse.
By just making the map and the assets for the points of interest in Blender, import them to Unity, make a camera controller (it is easier than you think it is. Just make it so that the x, y and the direction values of the camera would change according to the numbers in the submarine). Whenever the button is clicked, just render the image on the screen inside the submarine and you are done.
Nice work! I'd love to see more horror games examined, as the atmosphere they provide is really interesting to see once everything is decompiled.
I'm working on a horror game myself and have always loved the genre, so it's definitely possible I may break down some more in the future.
You know, I figured everything would work kinda like how it works. The sub remained stationary, while an invisible camera explores the terrain, making only stuff directly in front of it's view visible to save rendering power. I didn't expect the eye to be a picture through.
I super appreciate this! When the game came out I was scrounging and looking for something like this video, to no avail.
Wowww my respect to the developer increased so much from seeing how hard you had to work to dissect the code and how the scares are made. Thank you!
Shrek actually scared me more than the original jumpscare
I just stumbled across this video and it's absolutely amazing content, blew my mind when I found out it only had 1000ish views totally deserves more, keep up the good work man
Blessed by the algorithm this time around. Thanks for checking it out!
This game is so damn good, every sound effect, all the ambience, just the soundtrack in general is great, but that jumpscare...it's just the Killer Fish from San Diego appearing and it sucks.
Well the skeletons are *Loosely based off of grazers like deer or cattle and you know the whole blood ocean and all life disappearing magically and having a fish with a swallowing mouth rip into the sub instead or eating it whole or how a species capable of space travel can just use a drone or sonar. Basically what I'm saying is that being autistic can make it hard to enjoy things that play fast and loose with logic, I felt like the game was all edge and no point. The whole game led up to a jump scare and that was it that was the whole point, jump scare you know what would have been a hell of a lot more interesting if either your sub got swallowed by something and all you could do was wait till your oxygen ran out knowing full well that you can do no thing about it and that whatever ate you would probably never digest your body and it may very well be one of its last meals or if your meralculsy escape with all the photos and return to the surface then they just blow up your ship because you where never wanted either would make a far more interesting ending something to think about as opposed to another forgettable jumpscare to throw on the pile
You’re not wrong.
Not to mention there's literally no way to beat the game. It's basically an interactive youtube video,
@@beary523What do you mean? It has an ending, you can beat it.
It’s insane that you’re the dev for Noir Syndrome! I came here for Iron Lung, instead I find the dev for an old favorite. Thank you for the joy you’ve brought into my life.
Haha thank you. It seems ancient by now in video game years. Always surprised when people recognize it.
I'm ready for the movie.
Same
The thumbnail back then: funny
Now: IS THAT FROGER?
super surprised that they actually modeled the entire map! The monster is so much scarier when u get a good look at it lol
A wise man once said, “just one last trick before we’re taken back to the ocean of beans,
So that’s iron lung behind the scenes”
-Eminem, 2023
That freakin' Shrek edit. That made my night XD
This was really interesting stuff, though! Good work!
5:55 frog be like: weeee WAIT WHY AM I CLIPPING WAAAAAA (goes into vast void)
There’s a game based off of iron lung and it’s called iron Bean. It’s about going inside of the ocean of beans it’s on Roblox.
are you guys thinking what im thinking
In Bob's Burgers, there's an episode where Gene makes a bean bath (yes, you read it correctly. A bean bath. A bathtub filled with beans). I can totally imagine him pretending to be a prisoner in a submarine exploring the blood ocean of a foreign astral body as he submerges into the bath. Gruesome and delicious
The ships in Warframe work the same way as the sub here. They're a prop flying through space while the players inside the ship are in a separate location. The ship acts as a camera and projects the world onto onto what I assume is just a massive sphere around the ship, allowing you to run around inside what feels like a moving object.
pretty much the whole time i was playing i was wondering how exactly the camera worked, im glad someone made a video on it so i don't just have to speculate. love behind the scenes for games like this
Loved this behind the beans
I mean scenes
the Lore is fascinating, i wish it could've done more than it could.
At first I thought you wouldn't be funny but when I heard beans I knew the fun is starting
Did you just predict Iron Bean
I love seeing the creative ways developers solve problems, even simpler stuff to save on having to make an extra model or 2 is always cool, huge respect for the insane creativity put into this game.
dude thank you for making this, ive been wanting to see out of bounds stuff and such in this game, but i couldnt find a video at all, so thank you for making this
That was really cool to see. Sea of beans, who would have thought! =]
Vanilla iron lung: Humanity’s remnants struggling with starvation and lack of resources.
Iron lung with bean ocean: Humanity still loses all planets but the few hundred leftover humans have unlimited beans
That was fascinating. Unfortunately, I saw the Power Pak video instead of yours on Iron Lung, but I think you captured everything I was curious about. And I agree with you, if you had just asked the developers their secrets, that could've been easier, but then there wouldn't be as much of a story haha
Maybe if you come across another gem of an idea like this, you could reach out to the developers anyway and see if they have anything to add or comment about their techniques and stuff. A good pull back of the curtain for indie game development. Or you can just keep doing your own thang. I'll go check out your other stuff now! ✌
This video flowed perfectly, I didn’t even notice it had been 7 minutes
PLEASE CONTINUE MAKING THESE HOLY SHIT
Iron lung was strangely calming and terrifying.
We need a sequel
I always knew it was unlikely the submarine actually went anywhere, but to see the actual map rendered in 3D and the objects was surprising, considering they could have just been photos. but maybe it helped the dev with their own sense of space during the project, since the core gameplay does involve coordinates.
Yeah you take different photos depending on your coordinates and angle
1:39 We're in my heart?
The video cut to an ad just as the shrek jumpscare popped in and made for quite the perfect cut
You missed an opportunity to call the video "Iron Lung : Behind the Beans"
This is amazing! Love to see behind the scenes of stuff like this! You should maybe do Gmod maps, they have alot of goodies, and don't always need much work to crack!
Example: If you want to see why/where an event triggers in a map, use the console command:
(Without the ")
"sv_cheats 1"
Then
"showtriggers"
Once out of the console, this will show all map triggers that cause events to happen!
Plus using fullbright will show everything clearly! It's quite fun to see how some Half Life 2 maps are programmed just using simple stuff like this!
Anyway, have a wonderful day, and thank you for making this video's!
Thanks! Source modding is fun, but they already have some pretty good tools to let you look around and experiment with things. I did spend a lot of time messing around with half-life 1/2 back in the day. Nice that it's pretty beginner friendly.
This is what I was hoping and wanting to know
Thanks man!
Really helps, especially if u r a curious developer.
This guy made a 99^64/10 scary game into shrek's can of beans and salmon
Im eating a can of beans rn
I eating bowl of bean at midnight right now
😃😃😃😃
1:57 WHY DID YOU SHOW ME THAT. I WILL NEVER UNSEE THAT.
Honestly, that's exactly what I expected. The only surprise was that the static texture was actually on the model, not just applied when you take the picture