Making TF2's Engineer into a Single Player Game
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- Опубліковано 24 сер 2024
- Please don't judge my game development skills off of my bad TF2 gameplay. I had like 4 hours to record all of the footage. Judge them based off of my bad animations. Thank you.
/ jaythedevguy
Clip & music credits:
Engineer clip from Grogcito: • [TF2] - What 100 playe...
Nuclear Throne JW art mod from ledraps22: • Nuclear Throne Mod: JW...
Engie Man Ocean Man parody from Uncle Dane: • Engie Man
Dude, I was invested from the concept of this project alone, but making the player character a rotund rolling version of me?? I am now subscribed and patiently awaiting updates.
No comment let me fix that
Oh and hello uncle dane
Thanks man! I can at least promise that this will update before Team Fortress 2 does :]
i wish my tf2 channel would be famous
Hello uncle grandpa
@@Femboygardening put a large amount of time and effort into making good and interesting videos and it will be
Engineer is already a single player game for new players:
1. Build teleporter from spawn to intel
2. Put everything else in intel
3. Do who knows what for the next half hour
maybe watch bbc's man up trailer
Yeah, if you play ctf.
heavy in casual is mvm
You could add something like MvM's sentry buster- A fast and tanky yet pretty harmless enemy that bolts to the sentry in a kamikaze move, blowing itself and anything around it up.
Perhaps also something like MvM’s tank-a bullet sponge which Won’t require utter dedication from your sentry, forcing you into the frontlines- or vica versa
it Also seems like the buster likes to stomp the Dispenser if it is near the Sentry Gun, it quite literally just runs over it happens often on Ghost Town/Round 666 idk if it its a bug or feature.
"harmless"
"harmless" also the sentry buster: literally wipes out your entire team
@@plasticbag247 Not what I meant by harmless, then again i didn't describe what I meant well. Apologies, just meant as in harmless in the standard sense outside of that explosion: It walks around to a goal. No guns, arms, any way to deal damage outside of that kamikaze. Harmless*!
The item pickup tangent is important. People clearly don't do optimizing anymore and everything becomes a laggy piece of shit because of this. "Everyone has 4ghz processors now, I can use caveman code and it'll be fine"
As a JavaScript code(self-taught), I was aware of this and can't believe people, Who likely experience lag, Would think that we can just spam logic like that, Sure, The item drops here expire, But they can still add up...
Having this oversimplified code might not hurt the devs but that’s because they have nasa supercomputers, I have seen games that run on 60+ FPS drop down to 3 FPS because every object on the map does this “refresh every frame” thing and it instantly makes me quit the game, such an overlooked problem but such an important one
My cs professor in college would say shit like "Modern computers are much faster now so you don't have to worry about this" and it would piss me off every time like why am I even here paying for college when there's people leagues better than this teaching online FOR FREE. But whatever every job wants a Masters and 20 years experience so I have to be here.
Suggestion: Make it so when the engi teleports he crumples up into a ball then uncrumples at the exit teleporter and perhaps as an Easter egg he'll rarely form some sort of origami, and perhaps give the game a sort of "blueprint" art style so it's paper aesthetic has continuity
There also has to be bread being teleported with the player ever so often
Are you the real clone Gordon freeman?
@@15braincellsremaining Yes I am indeed a clone of the real Gordon Freeman
@UA-camTryingToBeTwiter31581 What if the bread is an enemy in the game that goes for teleporters that haven't been moved in some time, and if said bread goes through a teleporter, it becomes more powerful
@@zionre4925 that would be epic
I think an important part of the engie game loop its easy to overlook is moving objectives. With engie it's easy to find a good spot and turtle, but by forcing the engie to move every so often he's forced to find new places and haul his gear, making him vulnerable. I'd love to see some version of that in this game, even if it's as simple as just telling the player to get in a different part of the map every so often.
Perhaps an objective to defend, ala a moving king of the hill?
Perhaps a sentry buster
This is what L4D does and many other games where they add a special enemy specifically to counter cheap tricks and tactics.
Like an enemy can can jump walls so that you can't just spam walls and turtle.
For an engineer game it's quite simply. More enemies, tougher enemies. Require better buildings, more buildings.
This becomes a huge management function.
Given the engineer theme of the game I would also add buildings buffing structures and the player.
Build a nest to protect the buffs and specialize in the engineer fighting the enemies himself.
To my mind, "nomadic" play needs both positive and negative encouragement.
Positive encouragement comes from things that help the player achieve their in-game goals, but which demand the player move around to gain their benefit. For example, there might be objectives scattered around the map, which the player must travel to in order to complete a level. Or there might be enemy spawners, which the player must hunt down and destroy between waves. Or enemies might drop resources upon death which despawn quickly, forcing the player to run out and grab them before they disappear (as Jay did).
Negative encouragement comes from things that will punish the player if they don't move around. For example, strong enemies might appear if a player stays in one place for too long. Or maybe parts of the level itself might become deadly (flooding, poison fog, meteorites, collapsing floor, etc.), with no way to prevent said harm. Or, the resources the player needs to stay alive might be spread around the map, forcing them to forage on the move. Or there might be finite resource deposits around the map, which the player can only camp near for a limited time.
Good point!
To perfectly mimic how it feels to play Engineer, there NEED to be some bots that behave like Spies in at least some aspects.
Uncle Dane being the protagonist, a Peashooter being the sentry, Wall-E being an enemy as well as Jerma is going to be and awesome meme game, I can't wait for an alpha or something to be released.
Game dev honestly still seems pretty intimidating, but it’s always fun to see people talk about it and feel good about my ability to understand the things you’re saying. I’d definitely love to see more of this game’s development in the future.
@@micah_up what are you talking about??? the commenter didnt make this video.
@@LighttSpruce I think they probably accidentally replied to me instead of directly commenting, no biggie.
Mvm upgrades!
Honestly game dev looks a lot more intimidating than it actually is, and I’d recommend giving it a shot if you have any interest! There’s tutorials for just about everything you’d want to do so really the hardest part is getting past the whole blank screen/blank page thing that writes and artists also struggle with.
Game dev is actually quite simple once you get into it, just give it a try lol and see how it goes, you'll be surprised at how much less intimidating problems become when you're actively dealing with them
What's really funny about this is that there's an old design doc for the mod version of Team Fortress that came out for Quake way back in the day (which led to Valve acquiring the team behind the mod and making Team Fortress Classic and then 2). The lead developer of the mod, Robin Walker, wrote down the purpose and inspiration for each of the 9 classes in the game, and for Engineer, they wanted to make a class that was "easier for a non-hardcore FPS player to approach". They had played a lot of Command and Conquer (a real time strategy game with both singleplayer and multiplayer gamemodes), and got the idea to give a class the ability to collect resources and construct buildings not entirely unlike an RTS game. So, they took the singleplayer aspects of an RTS, fit them into the balance and mold of a multiplayer first person shooter, and now a little over 20 years later we're going full circle and taking that multiplayer- adjusted design and putting it back into a singleplayer mold.
Wow that is super interesting, I consider myself pretty knowledgeable about TF2s development and trivia but I've never heard this before!
That is a really cool and flattering observation about all this. Thanks for posting :]
@@JayTheDevGuy No problem! I hope to see more from you in the future!
There's a game called Deep Rock Galactic that has a pretty good engineer class.
His base loadout is a shotgun, a grenade launcher, a platform gun, and a sentry gun. You don't babysit the sentry gun besides refilling it after a major swarm.
The engineer is extremely squishy (in my experience) which makes him a great team player when in co-op.
This was a good video. 🎉🎉🎉
Rock And Stone!
Yeah, my favorite part about deep rock galactic is that we have rock pox for a year and a half
Rock and stone to the bone!
He's not really squishy; all the dwarves have the same HP.
Rock and Stone!
@@widmo206 wrote this when I was new to drg
I feel like making it so there’s no teleporter entrance, and the exit just spawns friendly NPCs would be cool.
uncle Dane rolling around is the best thing I’ve seen all day
I am astonished that you only have two videos! this is high quality, informative, easily digestible, and entertaining. You carry yourself like you’ve been doing this for years. Your art is very charming as well. Keep up the good work because you got a really cool thing going!
This is a super flattering comment, thank you. Kind words like these really help me get these out as much as I can, I appreciate it :]
I think it's not his second ever video, maybe he created new account or hid other videos.
But even if it's really isn't his second video, he did amazing job, it's really entertaining to watch. And i freaking love the animations in the game and in the video
Oh man, this style of content is a breath of fresh air! Your method of the "one on one commentary" bits with the paper cut out man over the drawn background is super entertaining, despite its simplicity, and the stuttering outlines also make the scene come to life. Loved the music and humor. Keep it up and you'll go far!
Thank you :]
Personally i think what makes tf2 engi so fun is the rush of protecting your sentry while running around upgrading and grabbing metal while dealing with spies n stuff
So glad this was recommended to me randomly at 4am. The amount of work put into this video is insane and it shows so much. I really hope you enjoy doing these and keep making more!
Thank you! I love making the game and these devlogs. But nice comments like these help me get through it when I don't lol. Genuinely thank you for the kind words :]
OKAY SO a few ideas I had that came from the void that is my brain:
-The jump pad from TF2C, literally just it, highly replaceable, super cheap, but doesn't nearly do the job as well as a teleporter would do
-What if alongside being able to upgrade your buildings, you could also upgrade the player (MvM style). And if one of these upgrades would make your jump slightly better (double jump?)
Or you can have more sentries
The first things that come to mind for things in TF2 that could fit into a game like this are the silly Halloween spells and the Eureka Effect's insta teleporting to your tele exit.
Factory building that manufactures engi’s own good guys version of robots that can be commanded like in RTS game would be an incredibly cool concept
Anyone who can get all 4 Team Fortress 2 UA-camr references will be a certified gamer. Please comment to apply. Submissions will be manually approved.
uncle Dane (debatably twice), lazy purple (2x), and Jeremy
Can you make it to phone please 🥺?
uncle dane x2 jerma and the mimi sentry (if that counts)
Here you go Uncle dane intro, 1:34 . Lazy purple at 2:26 . Lazy purple again 3:08 . You said Uncle dane obvious at 6:01 so idk if this one counts. Bruh jerma at 10:38
LazyPurple - Video of the same name (Maybe others? idk)
Uncle Dane - Intro Song
LazyPurple - How it FEELS to play series
Uncle Dane - Added Uncle Dane As A Character - Uncle Dane's Engie Man Song
Really cool project!
I counted them all, you got 2 Lazy Purple title references, the Uncle Dane intro, and of course Jerma.
You are a certified gamer. To receive your certificate by mail, please like, comment, subscribe, and pocket Medic me every time we are in the same pub. Thanks!
damn, i thought one of the lazypurples was RT
I think adding sentry blind spots would really help the gameplay flow. From the 1 minute of gameplay you showed, you kinda just plop the sentry gun down and shoot the enemy. IMO, adding sentry blindspots would help add depth to sentry placement, instead of just “put sentry gun here, shoot gun”. For example, let’s say enemies are coming in from all around in a circle. The player would need to decide where the sentry would need to be placed to kill all the enemies whilst also not getting clobbered by enemies in blind spots, and then deciding to either guard the sentry’s blind spot or to be behind the sentry, fighting hordes of enemies like some action movie duo.
Suggestion: The player can change the environment with origami! Maybe you can have three mini sentry's you can fold onto walls? Or make a ledge for a sentry to sit on?
You could have a “rolling sentry” which when you right click, goes to that area in exchange for shooting slower or doing less damage or whatever
If I remember correctly, there was a tower defense flash game on Newgrounds based on Engineer from TF2. Maybe you could implement some of the enemy behaviors from that game?
Also, since Engineer’s whole concept was based on Command & Conquer, maybe use some concepts from that series for some more ideas
I may be focusing on the wrong thing here, but this video is beautifully animated - both the stand-in models for your game and the in-betweens featuring your paper cutout. Your artstyle genuinely feels inspired.
I'm glad you brought up the item pickup code, because I had almost the exact same problem and solution for a different application!
I was making a grocery store where the purchasable items had physics, and there were a LOT of little items that needed to know their distance and LOS from the player in order to set their LOD and physics state (enabled or disabled) correctly.
What ended up working out best in my case was sending out an event to a rotating ten percent of nearby objects every frame the player moved. (I also sent out events for the next ten frames after the player stopped, to make sure they all eventually got the most recent information.)
Distance calculations/collisions could be done every frame, but the more expensive LOS calculations and LOD-swapping were only performed whenever it was that object's "turn". I did this instead of just reducing update rate because I wanted to make sure there was an even distribution every frame, and that there wasn't too much work being performed on frames the player had been standing still for a while.
Looking back on it, it was probably overkill, and a simple timer on each object probably would have worked fine. But I liked the elegance and control of it.
One engineer that immediately comes to mind based on your criteria is the engineer from Risk of Rain 2
Surprised he wasn't mentioned, to be honest.
Risk of Rain is a roguelite, where you spawn in on a map that's filled with crates and has an exit protected by a bossfight. Crates require money to unlock and contain powerups. Enemies drop money and spawn essentially infinitely, but the catch is that they get stronger over time. So it creates a balancing act between getting stronger by farming more items and not dying from staying too long or not staying enough and getting flattened by the boss.
Engineer is one of the unlockable characters and his gimmick is that he can place two immobile sentries that inherit his powerups. This is where it gets interesting, since the sentries and the engineer himself behave as a two separate characters with different playstyles you have to make a build for at the same time. Engineer needs mobility and regen, or he dies. Sentries can't benefit from items that buff movement, but are disposable and can use on hit or on death activated items. etc.
Probably should have mentioned that the Engineer also has unlockable mobile sentries that shoot lasers
@@waker_link they are an unlock and also kinda underpowered compared to the base ones, due to losing on bungus and not benefiting from on run items. Still fun to play with and there are mods that fix the latter.
But mainly they didn't get a mention because the static ones are closer to the tf2 engineer
@@uhrguhrguhrg honestly the underpoweredness is debatable, since I found them infinitely stronger than the default ones, to such point that I breeze through monsoon runs with them compared to stationary ones, that rely on healing to even survive since they can't evade attacks. However I do see your point, I just thought it would be nice to mention them since they change up the gameplay in a fun way, and could be an inspiration for this project as well
I haven't gotten around to RoR2 and I had no idea it had an engineer character, this is super good to know. You and some others have mentioned it now, and I really appreciate you going in depth like this. Definitely adding it to the list to study, thanks!
9:56 NO MIMI SENTRY!? GODDAMN IT
OMG WHY DID I GET IT RECOMMENDED ONLY NOW?!
Such a coooooool concept! I rly want to see more of it!
Thanks for the great time
An enemy that acts like the spy and saps your buildings would be neat! Perhaps there could be a tougher variant too that applies an extra debuff to the building or gains health regeneration or another buff while sapping and in line of sight of the building being sapped!
I personally like the fact you got into the the specific details of programming the pickups. Being interested in game development myself, these tricks will definitely come in handy! (You should add an enemy that keeps approaching you, but stops and disguises as one of your turrets when you can see it)
The game, "Deadlink", an indie cyberpunk rogue-lite FPS that's entirely single-player actually has a class named the Engineer as well that does the exact same as Engineer from TF2. Very cool!
UA-cam algorithm always blessing me with videos like this at 3am. Loved your style!
Oh my god this video's art style is adorable I love it ❤️
Haha thank you! The fact that a stranger on the internet would take the time to comment something nice on my dumb lil UA-cam video is still impossible for me to wrap my head around lol :]
hope this gets more attention, id love to play this if it ever goes public
I think you can add power ups like "TEAM SUPPORT" it can be one-time per wave or per map call to other classes, they teleport in using your teleporter, and depending on who came in(it can be random effect) specific teammates provide random useful perks
You're the perfect youtuber for me. I've never seen a youtuber who makes videos about unreal engine game development with good editing. Keep up the good work!
Really enjoyed this video, would love to track this devlog to something substantial in the future. I main TF2 Engie, so having a game that can emulate the feeling of "babysitting machines and enabling them to do their best" and being a tiny terror to a surprising amount of enemies is something I would wishlist. Looking forward to more!
I like this kind of video. It clearly explains the thought process that you have when making the game and makes it super easy for anyone to understand. Nice work!
Hey, I have an idea, something similar to the Risk Of Rain 2's alternate turret for the engineer, a turret that can move around (though the one in ROR2 shoots a constant laser and moves around, you can make it a flamethrower or something). I feel like an enemy that can airblast or something to move your buildings around could be good (adding chaos), or could be bad. ANOTHER idea could be buildings that aren't really buildings, basically tanks and whatnot (come on, I want to run over robots with a bumper car, don't you). ANOTHER OTHER idea could be mini versions of every building, and, maybe even an MvM styled upgrade system. And (I know this comment is long), maybe (just maybe), different game modes and/or objectives (maybe the objectives could be optional, and if you do them (like capture a point, or steal intelligence, or something) could earn points or something (whatever the currency in the game is))?
So yeah, you can use these ideas if you want to.
Also, I really do like the animations (please keep something 2D in the game (if the game's stuffs (enemies, players, buildings, some other things that I can't think of) will be 3D))!
Oh my god I saw the title and didn't believe it, got it recommended a few days later again and watched it! Woah this is amazing!!!
Thank you :]
I’m patiently waiting for updates on this project, I’m loving it.
Wow this is an insanely high quality video! I just subscribed, you more than deserve hundreds of thousands more!
The closest game I can think of that actually does this concept is Orcs Must Die, though thats more about traps than turrets. Speaking of traps, maybe stealing from Demoman's toolkit would be a good addition to the game? I'm excited to see this project develop, it looks fun!
Actually, the base concept of Mimi could work pretty well as an ultimate upgrade. I mean eventually being able to have you sentry follow you around and still shoot at enemies would be a neat endgame power up. Doesn’t have to look like an anime girl though.
It doesn't but it has to be specificly Mimi Sentry
Yeah definitely doesn’t have to be Mimi. Wish weebs would stop trying to get her into tf2
Please for the love of Gaben, LET US PET THE SENTRY! (and all the other buildings if it isn't too much to ask)
this reminds me of the engineer tower defence community game mode. If you havent heard of it before its 100% worth checking it out for inspiration for this game
ah slow moving dark pink reference very good
Very nice! I can't wait to see where this game goes! Loved the Uncle Dane ball. One idea I have is that you could make it like MvM where at spawn there's upgrades you can buy. It would make the game kind of a rogue-like, and the waves could get harder as time passes.
I can’t wait to see this through, you have gained subscriber
I'm sure you've likely thought of this or plan to add it, but the pea-sentry should definitely flip to face enemies. It feels weird to see projectiles flying out of the back of his head, also helps to know where he's aiming. Also I know this is technically single player, but a multiplayer mode with another player as a Scout-like character would be real neat.
This is actually incredibly sick. TF2 is always a game I feel could have a fantastic single player experience of some kind, whether it would be something like a single player map in game (If I knew how to use Hammer properly and VScript oh lord) and something like this has the potential to fit that vibe, even the placeholder artstyle is charming (Shoutouts to Skullgirls too, based.) Hope to see more on this project in the future, Subbed.
Also add Mimi. ( ͡° ͜ʖ ͡°)
Embrace Mimi. Let the memes flow through you.
No.
I hope pyro burns it into ash
@@Sir_Squid
I don't think the metals that constitute sentry mimi are capable of being turned to ash.
The plastic coating on the wires? Yes. But not the metal.
@@redstonewarrior0152so we can burn her nervous system and leave the rest of the body untouched? Sounds like a medieval torture method
even doe mimi isnt a meme and also isnt funny
Wow, great video! I really appreciate that you put in captions, I love having those to follow along with. This felt like drugs, I wanted more but there's only one more (WHICH I WANT TO WATCH EVEN MORE THAN RIGHT NOW! I WANNA WATCH IT YESTERDAY!), very much looking forward to all of this!
i love so much the rolling animation omg.
one thing i love about team fortress is the environment, so one think you could think of is enviornmental events, it will be a pain in the ass but i think that if the game is about placing a turret, having the ground where the turret should stand being flooded or becoming quicksand could be interesting. maybe a place where the turret could be very strong is a place where you cannot place it when the flood or the quicksand happens, and force you to find a better spot on the rocks maybe, or something like that
I can’t believe this doesn’t have more views! Will definitely keep an eye on this game’s development, looks super cool
will there be a moment where the character goes from frame-by-frame to an actual animation anytime soon
If there's something i love is TF2 and playing indie games late at night and having a blast while losing precious sleep hours, love the concept and also love the effort on the entire video, please don't be afraid of adding details like the pick-up breakdown i find those technical explanations really fun to watch, even more in your style.
Thanks for that item pickup tip. Not only does that help as a dev, but solved the mystery of pickups being collected at different times!
Jerma needs to be a secret boss, it would be funny if he was the hardest enemy in the game
Video production quality itself deserves a massive thumbs up, but man that looks REALLY fun.
One thing I'm concerned is gameplay might come down to place sentry somewhere optimal and make it stay there permanently.
For that adding a damage falloff to sentry and adding throw deploy might help, motivates you to actively place your sentry closer to the enemy, while keep yourself safe behind covers.
This looks realky fun to play! I would recommend adding a loadout feature (only bring 2-3 buildings of your choice per game), because it feels like you could add great synergy between buindings (buff yourself in range, buff sentries in range, etc). Its like adding classes inside of the engineer class!
Also, making it first person would probably be better for this style of game, but that's personal preference.
A few possible cool additions:
- Spy-themed enemy that temporarily disables buildings, could result in adding anti-spy buffs or upgrades you can get to ward them off? Could have a bigger meaner variant based on the sentry buster
- was going to suggest sentry jumping or something that allows for advanced movement across the map, but seeing as that only exists in TF2 from source engine jankiness it might be hard to implement in-game :p
- eureka effect-themed upgrade that allows for occasional immediate teleportation to different buildings
3:06 ahh Lazy Purple, a fine video series you made.
The amount of UA-camr references you(now talking about JayTheDevGuy) do is pretty funny, I also like the way you've animated this video.(I'm guessing it's your main style.)
So cool to actually see progress during the video and also i loved the logic tangent!
Ooooo!!! oh my gosh, I love this idea/concept and keen to follow this further :D
love how that there's been so much interest back into TF2 again (same with the "played TF2 lots in high school" here)
I think it was really cool to hear the logic behind the iteam pickup times! Like you said, it's something we as the players don't really think about but now the slightly laged pick ups make so much sense.
I always wanted single player campaigns for each class, especially Engie.
ADORE the style of this video and channel. Funny writing, great concept and impressive final output! All around loved it!
Lol wall-e is the most friendly robot in fiction and seeing him with a gun made me lmfao😂😂😂
The idea in of itself intrigued me to watch the video on its own, but the presentation is what really stood out to me, your style is gorgeous and Id actually love to see how to produce such high level content in the visual sense
enemies drop cash in their pickup that can be used at an mvm upgrade station to increase the stats of you and your sentry peashooter
Damn man. I love when a new awesome UA-camr just spawns out from the ether. Great video!!!
I'm so glad I found your channel considering its size. I really adore your style and humour ^^
If I were you I probably would remove the limitations for engineer and allow the player to go nuts with how many stuff he can built, but then in exchange I would buff the enemies in all kinds of ways.
I would add drones that follow you and protect you, maybe some different variants of sentry, teleport or dispensers, maybe a tiny shad that spawns tiny robo mercs that seek out targets. That's my ideas for now.
A core aspect of the engine loop is to direct the flow of battle. Would be awesome if you found a way to implement that. He defines fallback points for his team with the dispenser, he tells his team where to move with the teleporters, he denies enemies from areas with the sentry. It's really a strategic class.
Damn, this is a really creative and informative video! I love learning about the ins and outs of game development as well as how you get your ideas for implements in the game.
There are two ideas I would like to share, one that I'm not sure on how to implement, and the other is just a fun idea. The first is capturing the feeling of supporting your team. Because while building a sentry and getting kills is really fun as an Engineer, it's being a team player with good Dispenser and Teleporter placement that elevates playing as him. Like, it feels really good to have teammates thank you as they sit next to your dispenser, seeing the Pyro constantly checking in on me in case of a Spy, and seeing the teleporter number go up that gives me dopamine as an Engie player. So I feel like that aspect is also important to capture. However, I'm not really sure on how to implement this in what you have so far.
The second thing that could be implemented, and I think is easier to put in, is a 'friendly' enemy. Where on rare occasions, a 'hoovy' enemy will spawn and throws you an item. But it still counts as an enemy, so your sentry can kill it before you can get whatever it throws at you. I just think it would be a funny idea.
So yeah, this is a fantastic video and concept, and I look foward to seeing how it progresses.
This got recommended to me, very fun concept and video!
YES
Your style is really damn cool man, thank ya for making this video
this looks super sick, definitely gonna be watching any future videos on its development!!! i think it'd be a cool idea to implement some of the scrapped engineer buildings from the original game (like the launchpad and stuff) as some extra bits
Loving this idea!!! ❤ Hope to see the next development stage of this.
I was already sold on a single player Engineer (campaign?) game.
But if you're adding Uncle Dane as a playable character, take all of my money.
ok, tf2 youtuber reference time:
-The first reference is from LazyPurple's "TF2 Is A Timeless Masterpiece," which is a great video btw.
-Second is the song "Frontier Justice," the intro jingle to Uncle Dane's videos. I actually didn't realize at first because I've heard it so many times, and since the video subject was about the engineer, it fit the intro quite well. It was only until the "tf2 youtuber reference" image popped up did I realize the song.
-Third is another reference to LazyPurple, with his "How It FEELS" series: an "edutainment" style video, focusing on the emotion pleasure and struggles of playing each of tf2's nine classes.
-Jerma is the fourth and final reference (even though the "tf2 youtuber reference" didn't appear for him). Jerma was one of the first tf2 youtubers, and has since branched out into becoming one of the most recognizable (and meme-able) streamers on the internet.
Anyways, I hope I get a good grade, teacher (I worked VERY hard on this assignment).
Wow @sansgun. After 889 comments and dozens of gamer certificates given, I have to say, you are quite possibly THE most gamer of certified gamers. This thesis level work is, frankly, too thorough for a mere certificate. For you, I award you the world's first golden gamer certificate. It has an estimated worth of around 10 million US dollars, or around 2.5 Strange Kritzkriegs. Please continue to spread the good word throughout the world, I couldn't be more proud of you.
Thank you,@@JayTheDevGuy, I am proud that my time spent chronically online wasn't in vain, and I am honored to be awarded with the golden gamer certificate and the social validation from a micro internet celebrity. I gladly accept this certificate and shall return to the shadows of the internet from which I came.
Huge fan of the quality for such a small channel! This was an insanely good video and honestly reminded me a lot of FUNKe's style of videos.
This is mostly just the pvz fan in me talking but I think it would be pretty funny if a variation of the sentry and dispenser were just both a Peashooter and Sunflower.
Also perhaps maybe having the style of game be a more wave shooter and having an in-between round shop to purchase MVM style upgrades for the Engineer.
Either way very excited for whenever your next update video on this project, and i'll be sticking around for the next videos even if it isn't an immediate update. Best of luck!
A rogue-like system would be AWESOME in a game like this. I imagine the Engineer player being able to pick from different building upgrades throughout the run. Some upgrades could be general, like "Give X building wheels and have it slowly follow the player" or "Allow player to throw buildings." More specific upgrades could be "Give the Sentry ice bullets that slow enemies" or "Using Teleporters gives the player a speed boost for X seconds." There's no limit to what you could do with this prototype!!
You could even generate the maps by having several pre-made tiles and randomly connecting them seamlessly, like Enter the Gungeon but without the rooms being separated by doors and walls. Specific parts of each tile could also be randomized, like enemy spawns, props, and health/ammo locations.
Just some ideas. I'm really excited to see where you go with this!
incredibly well put together video !! makes game dev seem a lot less intimidating, love the 3d set.
Less than two minutes in, but I want to give a mention to Sanctum, and also Orcs Must Die, and possibly Dungeon Defenders though its been so long I cant quite remember how that one plays...
Sure they're not THAT similar to the Engineer specifically, but conceptually, they are good examples of setting up your defences and then letting them do most of the work, and I would definitely like a newer game that carries on with that sort of format.
The closest thing I've experienced in recent years is the Theater Mechanicus event that comes around every now and again in Genshin Impact, but its limited time only and so limited in scope that it just barely scratches the itch
edit: I see you know of Sanctum, very good. Yeah I would categorise games like this as "action tower-defence", and you are right that a key distinction for the engineer is the freedom of building placement. Am definitely intrigued to see where this leads :)
8:33 I'm here for these "tangents", really looking forward to see this project develop
Damn I love that redrawn desk as a background for the animation
Exit teleporter: every 15 seconds or so, a random merc will spawn from the Tele and begin to fight. The one catch, they can not be healed and can run out of bullets, leaving them vulnerable whilst they stick up near a dispenser, or take the orb things you were talking about to replenish their ammo. Only one teammate can be in the field at a time however. And after they die you would need to wait 15 more seconds for another teammate. Only one merc each can spawn during a wave. Eg. only one scout, soldier,ect.
I know that Im hella late, but I've got an idea related to metal pick-ups.
Since you put it at 0.5 seconds, at worst case scenario there's a 0.5 seconds delay between you coming in the line of sight of the metal, and it coming to you
So what if you expanded upon it, and turned the metal scraps into some tiny scrap creatures like spiders or something, that will react to you being in their range (just a simple "surprise" animation). It would make more sense than floating chunks of metal, and you could perhaps increase the delay a bit, so these things would have to first realise that you're here, and then come to you. It wouldn't slow down gameplay that much, and it would be cute.
Kind of brilliant honestly. Something like the Soot Sprites from Spirited Away. Thanks for the suggestion :]
I was NOT expecting a Ween reference in a video about game deving and TF2, this just got even better.
I've been working on a Final Project for Game Design at university, and I'm loving your explanations for simplifying how solving the little problems like the pickup attraction. I'm really excited to see how this project goes, and please drop a few solutions on how you solve problems as you go, it's really nice to see your thought process for fixing these little QoL features.
Im about to finish highschool in a month and 10 days and ive been playing tf2 since nov 2017. Ive hotten some other hyperfixations like danganronpa, persona, yakuza and guilty gear. And while i sunk 340 hours to guilty gear strive and i regret nothing, tf2 still has 550. And i will always love this game to death.
Omg i love youre artstyle so much! Uncle dane looks smooooth keep up the good work!
Great video. I love playing engie, so seeing you make a game from it is awesome
i really love your art style and the way you talk about things you passionate about
When it comes to weapons, I'd definitely would look into utilising engineers other shotguns with their own advantages or disadvantages
Like the frontier justice can basically give you crit damage which could help the engineer hold off bigger enemies or handle more enemies if his sentry is distracted, of course having the penalty of needing to reload more.
The frontier justice can probably have slower projectiles but can heal his sentry gun. Heck you can probably create new buffs or nerds to accommodate this new game style. That would be really fun to see :)
The engineer using other classes items could be really cool too! Whether they could supply as "side upgrades" for his sentries (as if he's tinkering with his team mates items) or maybe you can even have those team mates temporarily pop in somehow to help
The heavy could act as a sentry gun that moves on his own, the spy can probably sap groups of robots, medic can ubercharge you (or your buildings) and maybe the scout can lure enemies from your attention!
This is overall a really cool concept, I'm looking forward to seeing what else you have in store for this little project. I do always love seeing the behind the scenes and little practicalities you do during game development. Best of luck on this project!
For the game loop, I think making it so you need to make some requirement to power the exit to the next level could make the game interesting.
This idea could work as a bit if a roguelite where different stages have different requirements to proceed and you can find various upgrades to your various buildings or alternate versions.
The teleporter (since you dont really need it in single player) could be replaced with a mine. The sentry could have an upgrade to be a ballista that fires 1 shot that pierces targets.
Excited to see the progress