Adding Ladders, Signs, Doors & More to My Game | Devlog

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  • Опубліковано 23 чер 2024
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КОМЕНТАРІ • 246

  • @lexzeyfercronus
    @lexzeyfercronus 8 місяців тому +69

    It would be cool if the information given to the player about the monsters was limited to the protagonist's knowledge of them and new enemies would have to be defeated at least once to be able to get some information,would also be cool if after defeating a set number of the same type of enemy youd get the complete information about them like weakspots or which tools or attacks you should use based on the ingame experiences the character has gone through,imho i think your character just knowing what to do out of nowhere or get told on the spot how to deal with everything by a navy type companion defeats the aventure and exploration aspects of an adventure game.
    As for bosses or mini bosses their information could be learn through story telling and lore in the game and during battle,this would encourage exploration and paying attention to the story,so when facing a boss you could atleast have the knowledge of a tale told to you by an npc related to the story or through a painting depicting a legend or a battle against such creature,so when trying to get info on them during the boss fight,instead of an out of game info dump,we could get an in game character realisation like "Its looks just like that torn painting behind the old library" or stuff like that and after trying what was saw in such painting,trying to get information during battle could yield a different dialog confirming it.

    • @Legend64Project
      @Legend64Project  8 місяців тому +20

      What a fascinating idea

    • @Gangdyret
      @Gangdyret 8 місяців тому +3

      Sorry for imminent wall of text, this one got me inspired.
      That last idea could very easily be expanded on and extend to normal enemies as well. Assuming they are based on folk spirits and folklore, you could find scraps of information about how to best defeat them by talking to NPCs, or by finding notes and/or books/torn pages, etc. scatttered about the game world, or by visiting shrines, making offerings, stuff like that. It would definitely encourage exploration.
      People would likely have been living with creatures like these since time immemorial or at least stories about them. Even today, in our own world, we have customs, advice and superstition around how to deal with particular supernatural beings. It wouldn't be too far fetched that people would know how to fight them. Even if you choose not to have a lot of NPCs, they might still have written some of that information down.
      It could function like an alternative to levelling up. Enemies become easier to defeat, not because of some arbitrary number, but because the player character has gained actual experience in fighting these enemies, as well as using the information that they've come over in the game world itself. I think that could help the whole world feel a lot more alive and imersive. It becomes a bit like collecting gear, but without having to deal with the hassle of always switching between it whilst in combat, and instead being more prepared before an encounter.
      For example, you could have some lore tell you to look for certain signs, like a black fog or something, to indicate a dark spirit, and then another piece of lore tells you what powder, or what have you, to put in your lantern, or a particular sort of gear. Combine that with combat experience, or some hearsay, having told the character that the mask is a weak spot and so you will be able to switch the targeting marker to that spot, or it happens automatically.
      It could help with making soft barriers as well. Informing a player that some enemies are best left alone until you have gathered the knowledge on how to best defeat them. Sure, a player could, with skill, push through and defeat the spirits, but the fight will be a lot harder and the player is encouraged to solve the puzzle, rather than to brute force it.
      This could also extend to whole enemy classes. You could for example learn that, vampires are weak to wooden weapons, but this one vampire enemy is clad in armour which cannot be easily damaged by wood and has to be broken off, before they become vulnerable to that type of attack. Spirits become corporeal and more vulnerable to physical attacks when you throw salt on them; this one here has a mask, break that and it will fizzle away.
      Depending on how complicated you want to make it, you could keep a count of how many times an enemy has been defeated and have a progression of that last one, where initially, you can target the enemy, then you can switch the target to a weak point, which might glow, and after a while it automatically targets the weak spot. Based on how much knowledge and lore you have gathered on that particular enemy.
      And then you could throw in a curveball by having one [potentially optional bonus-] boss who is a shapeshifter and throws all that to the wayside and you have to rely on raw skill alone.
      This is a really great concept which really ties both the player and the enemies to the world itself and makes the whole game world a puzzle made up from smaller puzzles which you have to work to solve.

    • @kerianhalcyon2769
      @kerianhalcyon2769 8 місяців тому +6

      I actually recommend a bestiary for this reason, so as a player you can keep track of enemies you've encountered with little notes either made by perspective of the player character or just general observations about the monster. I really dig monster lore in video games and fantasy/scifi universes, so seeing a game with a diverse enemy palette that has one of these is always a plus for me.

    • @alexanderkulaev541
      @alexanderkulaev541 8 місяців тому +1

      Great ideas all around! Thank you. I think I will steal them and add them to my GDD for my own sci-fi game :)

  • @NaughtyKlaus
    @NaughtyKlaus 8 місяців тому +218

    Considering what you've been able to achieve with blueprints alone.. You're doing a fantastic job.

    • @Legend64Project
      @Legend64Project  8 місяців тому +28

      Thank you!

    • @mr_sauce_cooks
      @mr_sauce_cooks 8 місяців тому +5

      Blueprint is actually quite capable with games with this scale and bigger

    • @Mireneye
      @Mireneye 8 місяців тому +10

      @@mr_sauce_cooks I agree, but also add it's capable in capable hands. But there isn't really a lot of people who know what best practices are. So.. not many capable hands. (relative to amount of users and people who make tutorials).
      But computers are ridiculously powerful these days, so you can get away with a lot.

    • @Deliveredmean42
      @Deliveredmean42 8 місяців тому +4

      ​@@Mireneyeof course, but optimization shouldn't be taken lightly either. So a balance needs to be made.

    • @repingers9777
      @repingers9777 3 місяці тому +1

      ​@@Mireneyeevent tick everything! 😂

  • @Sleepy_Cabbage
    @Sleepy_Cabbage 8 місяців тому +40

    I hope to see the guardian get redesigned so you can recycle their bits for a new enemy

  • @Fanciduck
    @Fanciduck 8 місяців тому +50

    on a level you should make a REALLY tall ladder, and when you are looking down from the ladder as you are ascending, you can see the whole forest

    • @awhiskin
      @awhiskin 8 місяців тому +11

      What a thrill…

    • @Lbird1993
      @Lbird1993 8 місяців тому +3

      With darkness and silence through the night...

    • @allozabd
      @allozabd 8 місяців тому +2

      Would be cool but I'd feel like the player would focus more on getting up than admiring the forest down below.

  • @cakemanLHK
    @cakemanLHK 8 місяців тому +13

    When you started massively expanding the ladder, "What a thrill~" instantly came into my head. Safe to say, I was not disappointed by what followed ;)

  • @SirizaakTV
    @SirizaakTV 8 місяців тому +15

    Out of all the Zelda Theory videos I've seen, I have never heard of the sign changing, very great observation! Also great progression, great video editing, and thank you for providing such a treat, so excited to see this game fleshed out fully one day!😊

  • @ohirschfield
    @ohirschfield 8 місяців тому +43

    Always love the passion in these videos. Thanks for making them. I hope you enjoy making them as much as I enjoy watching them!

  • @RugbugRedfern
    @RugbugRedfern 8 місяців тому +18

    Those ladder animations sell the movement so well! It all looks so solid. Super cool stuff :D

  • @myeyesdontbreathe3555
    @myeyesdontbreathe3555 8 місяців тому +9

    As someone who is also trying to make a game inspired by old N64 classics, your videos have been a massive inspiration to me. You've really managed to capture the essence of those games and I look forward to seeing future improvements and features

    • @silassimus
      @silassimus 8 місяців тому +2

      Working on an N64 game myself too. And I'm too in awe what can be achieved if you're passionate enough! Good look with your project

  • @draadhaai
    @draadhaai 8 місяців тому +6

    I have so much respect for you and this project. I played the crap out of OoT and this is clearly a visual ode to that game. The style is brinding back memories I never had, which is quite the feat. Also refreshing to see something akin to feudal Japan, as opposed to the "standard" high fantasy themes.
    Keep up the good work!

  • @hyperfreezegames
    @hyperfreezegames 8 місяців тому +6

    I can 100% get behind what you said about creating everything yourself! A lot of game devs I talked to just have the "effectivity" in mind and outsource where possible (which is a valid standpoint) and can't get their head around it when I tell them I'd like to do it on my own, so it was refreshing to hear this from a fellow dev :D

  • @Fozmaloud
    @Fozmaloud 8 місяців тому +4

    something about that door opening animation just really ties things together and as you say about the enemy descriptions... just makes it feel like a game! very exciting!

  • @omeganappie
    @omeganappie 7 місяців тому +2

    To me, there's nothing more unsettling than "false safe spaces." Areas that look warm and inviting to lure you in, that abruptly become cold and hostile. Fairy tales used them all the time

  • @koza.
    @koza. 8 місяців тому +27

    the game keeps looking better and better, I do wonder if you’ll add a dodge mechanic

  • @CFlandre
    @CFlandre 8 місяців тому +2

    Long have I waited for your next update. Nicely done!

  • @zackyd4100
    @zackyd4100 8 місяців тому +5

    Dude, I always love seeing your update videos! I know you want to do everything yourself but if you ever consider having someone help you with the music, I have a lot of ideas on how I could contribute!

  • @RandomMcSomethin
    @RandomMcSomethin 5 місяців тому +2

    The moment I saw the ladder stretch up to the heavens as the slider went up, I audibly went "What a thrill!" I had a good chuckle when the sound clip played RIGHT AFTER I said that.

  • @xanderdoshi9307
    @xanderdoshi9307 8 місяців тому +1

    The ladder going infinitely up into the cloud was actually a sick idea would be really cool for a level!

  • @Ihasnotomato
    @Ihasnotomato 8 місяців тому +3

    Considering i know nothing of programming and game design, im impressee how interesting and engaging youve made this process. Im always keen for update videos!

  • @JudgementRyu
    @JudgementRyu 8 місяців тому +1

    Every time I see more of this game I can't wait for it even harder.

  • @Rosa_Canina
    @Rosa_Canina 8 місяців тому +5

    This project looks great. Hope you can see it all the way through, would love to play it one day.

  • @GugureSux
    @GugureSux 8 місяців тому +4

    Looking amazing! Good job.
    0:17 literally me. Visual scripting is criminally underrated field nowadays, no matter its 30 year old lineage.

  • @kerianhalcyon2769
    @kerianhalcyon2769 8 місяців тому

    Every time I see an update to this I get excited, I legitimately can't wait to play this game if and when it comes out. I feel like there has been such a void in terms of legitimate Zelda-clone games on the market that aren't standard top-down like A Link to the Past or just bare-bones in terms of comparisons for the sake of clickbait.
    This is also a nice little behind-the-scenes for me since I've always wanted to try my hand at game development and like seeing how different people tackle similar problems to get different results. Very well done figuring out ladders.

  • @finalninju6021
    @finalninju6021 4 місяці тому

    literally sang snake eater when i saw the ladder scale go up. got caught off guard when i heard it xD you say you're not a programmer but this is some damn good work!

  • @cryzenx.
    @cryzenx. 5 місяців тому +1

    insanely good project compared to mine its a mess actually , congrats on your work !

  • @zennycool
    @zennycool 8 місяців тому +1

    Never push yourself down. Blueprint is programming, coding and such, it's just a different method of doing that. Your work's legitimacy isnt hurt by it at all

  • @Mittzys
    @Mittzys 8 місяців тому

    The second you said you can make the ladder virtually any height, I thought "what a thrill" and then you did it
    Subscribed

  • @Broockle
    @Broockle 6 місяців тому

    This looks so awesome. The door walk animation turned out really well and seamless, same with the climb animation.
    I also love how the walk cycle accounts for sideways motion. And the lantern joshing around looks cool too.
    But the walk cycle looks very stale when you move straight ahead I think, I feel like the upper body should be moving up and down, it looks like it's level throughout the run cycle.

  • @Throckmorpheus
    @Throckmorpheus 8 місяців тому +3

    If you've built up all the systems for this game with unreal's visual scripting, I'd contest that you *can* code. Or program at least, which is what people generally mean by that. Just because the language you've learned with is higher level and has slightly more forgiving syntax doesn't mean it ain't coding.
    (Honestly a fair amount of the complexity of C-derived languages isn't even helpful complexity it's just the consequence of using a language that was designed to be written on punch cards in the 70s lmao, it's great that there are finally languages like this that are more accessible to more art/design-minded folk)

  • @lanefaulhaber875
    @lanefaulhaber875 8 місяців тому +2

    I love that even in your test areas you have an eerie forest backdrop.

  • @MrVinicius5000
    @MrVinicius5000 8 місяців тому +1

    There is alot of very sofiscate stuff for something made all in blueprints. Your talent is undeniable.

  • @nnou2234
    @nnou2234 8 місяців тому +2

    What an awesome update! Such a joy seeing this game's progress.

  • @BlazeHeartPanther
    @BlazeHeartPanther 8 місяців тому +1

    That ladder gag got me XD
    So great to see you back again, I've missed your devlogs. I hope the one guy working on Space 64 comes back too, I miss his stuff.

  • @lifeartstudios6207
    @lifeartstudios6207 8 місяців тому

    Making great progress!
    If you promote those long blueprint line drags to local variables or regular variables it becomes much cleaner and easier to reason about state.
    I also suggest using functions more than events when possible.

  • @bitbraindev
    @bitbraindev 8 місяців тому

    Wonderful progress!

  • @coolguy-xb2yn
    @coolguy-xb2yn 5 місяців тому

    quick note on the target lock breaking: you should only break the lock if the enemy line of sight breaks and stays broken for an amount of time, like a few seconds. that way you don't get annoying situations where your lock breaks repeatedly just because the enemy moved quickly in/out of view. adding onto this, there should be a second range for breaking target lock by distance, larger than initial lock range. something like 1.25-1.5x range, since the player will naturally move around the environment once locked on.

  • @mybrainhurts3727
    @mybrainhurts3727 8 місяців тому

    Beautiful! Love the style.

  • @Youtube7Slayer
    @Youtube7Slayer 8 місяців тому +2

    As soon as you extended the ladder to the sky, I knew the MG reference was doomed to occur.

  • @VraccasVII
    @VraccasVII 8 місяців тому

    I'm so excited to see another episode of this series. What a great project!

  • @hoggo3789
    @hoggo3789 8 місяців тому

    I'm so glad i found your peoject. This game look better and better every time i see it.

  • @Bleargghhhh
    @Bleargghhhh 8 місяців тому

    This is just so impressive, keep up the fantastic attention to detail! it really adds so much

  • @Moshugaani
    @Moshugaani 8 місяців тому

    It's really inspiring seeing you achieve all this! Keep at it! 💪💪💪

  • @Vextrove
    @Vextrove 8 місяців тому

    You really nailed the atmosphere. I believe you are creating a great piece of art!

  • @MadamLava094
    @MadamLava094 8 місяців тому

    Looking extremely impressive!

  • @maxdashen
    @maxdashen 8 місяців тому

    I remember having ladder issues with a project I made a while back. I think I just used the find look at rotation in the Z axis to make the player look at the ladder before climbing

  • @457Deniz457
    @457Deniz457 8 місяців тому

    I like it, looks good ! Also nice progress ! :)

  • @MichaelHeist
    @MichaelHeist 8 місяців тому +2

    Awesome video love all the music choices. I like your approach to an array of ladder chunks and basing the animations off the size of them!

  • @HAmadeulaugh
    @HAmadeulaugh 8 місяців тому +1

    wishing I could like this video more than once- really lots of cool stuff here and so well put together to share with us!

  • @JuhoSprite
    @JuhoSprite 8 місяців тому

    This is my favorite 3D devlog series on youtube, keep up the fantastic work man!

  • @ScribbyNerd
    @ScribbyNerd 7 місяців тому

    Thanks for sharing your progress! This series has been really inspiring for me while I've been toying with making my own game.

  • @SuperDaDaDaDaDaDaD
    @SuperDaDaDaDaDaDaD 8 місяців тому

    The moment you extended the ladder I knew you'd play "the song", I was not disappointed

  • @billmore6486
    @billmore6486 8 місяців тому

    Feeling more like OoT with every update. Congrats on the hard work!

  • @yonefer
    @yonefer 8 місяців тому

    I can't stop smiling, everything about your process feels cozy, warm and right, thank you.

  • @MrHeavyXD
    @MrHeavyXD 7 місяців тому +1

    I jut binged through the entire devlog series up til now and its so interesting to watch the game evolve! I cant wait for the next devlog!

  • @TheDario64
    @TheDario64 8 місяців тому

    Mario Party 3 music did not go unnoticed, my friend.
    Thank you for another great video

  • @txmrrxw2937
    @txmrrxw2937 8 місяців тому

    since the first, these devlogs have improved dramatically, way more enjoyable to watch. Keep up!

  • @30manslayer
    @30manslayer 8 місяців тому

    the only devlog i get excited about seeing in my sub box 🙌

  • @StigDesign
    @StigDesign 8 місяців тому

    Really cool, lovw the music when showing enemy targeting :D

  • @ShaneCurtis1705
    @ShaneCurtis1705 8 місяців тому

    transitioning from blueprints to c++ is how I learnt to now code in 8 different languages. once you realise that its the exact same thing when broken down into logic it becomes a very easy transfer if you can make anything in bp

  • @MaxKusari
    @MaxKusari 8 місяців тому

    Love it! I really like the showcase of your problems AND the solutions you chose.
    I bet if wouldnt be so much into PS1/2 Horror Game Dev Stuff, I totally would have done the same and tinker around with my absolute favorite games OoT & Majoras Mask. :D

  • @gargantula3274
    @gargantula3274 3 дні тому

    I literally burst out laughing at the Snake Eater reference. I should have seen that coming and I did not.

  • @SebbyGraves
    @SebbyGraves 8 місяців тому

    Looking awesome man, well done.

  • @zacharoninoodle
    @zacharoninoodle 8 місяців тому

    Absolutely loving this project so far. Excellent!
    As a note, just from the footage you showed us of your lock on disable on line of sight, it might be a bit frustrating to not be able to target an enemy the camera can see even though the player can't technically. Perhaps checking if the camera can see an enemy instead of the character would help this, if you deem it a good fix.
    Keep on keeping on!

  • @happyc6770
    @happyc6770 8 місяців тому

    excellent vlog, looking forward to the next one. =)

  • @emilyoid
    @emilyoid 8 місяців тому

    Not only is the game looking a lot more immersive with all the new animations, you’ve sold me completely on the N64 look, no doubt!! Your video editing is next level, it’s quite fun and engaging! Keep up the great work!

  • @sinho113
    @sinho113 8 місяців тому

    you devlogs are legendary ;D

  • @panorenji
    @panorenji 8 місяців тому

    These are always a treat!

  • @hawkbirdtree3660
    @hawkbirdtree3660 8 місяців тому

    3:75 "He said the thing!" ROFL, I was thinking the same thing when I saw the ladder.

  • @tsp706
    @tsp706 7 місяців тому

    This looks amazing! As an avid Zelda fan I'm excited to play this!

  • @anasdev1553
    @anasdev1553 8 місяців тому +2

    Great video! getting a notification for a Legend 64 devlog upload always makes my day! on a side note as a fellow unreal engine programmer I want to point out a small issue with the Ladder_BP code, at 03:13 you have shown the code for the ladder system and while it's too zoomed out to tell what is exactly happening I can tell that you are repeating the same code for going up and down the ladder, This is not a big issue however it's good to keep a habit of reducing the amount of nodes to as little as possible, I would suggest making the values that would differ from going up or down such as the animation montage to play a variable so you could set them up before running the code and this way you would only have a single comment of code for going up or down a ladder instead of having 2 comments with repeated code, I hope this advice helps!

  • @GammaRayTech
    @GammaRayTech 8 місяців тому

    Keep up the great work man!

  • @sigismvnd
    @sigismvnd 8 місяців тому

    Looking great!

  • @rainmanbk1
    @rainmanbk1 8 місяців тому

    This is like the definition of vicarious living for me. Game development, n64 games, OOT... I just love this so much.

  • @Harhaharha
    @Harhaharha 8 місяців тому +1

    The MGS3 reference killed me lol 😂

  • @houseofmurder
    @houseofmurder 8 місяців тому +1

    I think it would be a nice touch if the L targeting was more closely tied to ember either being floating flames or just in her color palate. But i am unsure of how well the visual clarity would be in that case.

  • @HateSonneillon
    @HateSonneillon 8 місяців тому +2

    Rather than snap directly to the door position, you could lerp the character into position with a timeline block pretty easily so that snap isn't so jarring. Ideally you would actually motionwarp them with an approaching door animation but I don't know if Unreal has that kind of tech.

  • @digitalunity
    @digitalunity 8 місяців тому

    Always love seeing another Legend 64 update

  • @alaslipknot
    @alaslipknot 8 місяців тому

    great video!
    one tiny critics though, "cinematic door transition" is a two-sided sword, it has that positive aspect you mentioned, but if the numbers and necessity of going through doors is not perfectly balanced, that good feeling cinematic experience will quickly turn into "ughhh not another god damn door..." , be careful with that

  • @Mireneye
    @Mireneye 8 місяців тому

    I spot a few areas where on a pure systems level, there's a quite a few good, not so hard optimizations that can be done. It's impressive how far you've gotten with your skills and blueprinting abilities! One could nitpick for an eternity and get almost nothing done. And I think that's one of the things you do really well! To get something done, and then you iterate on it. It has made this dev journey into one of my favorite ones to follow.
    Keep it up! If something pops up that you are wondering about blueprints, feel free to shoot me a message. I'm sure I have a few tips & tricks that could be helpful.

  • @chaver28
    @chaver28 8 місяців тому

    if i wasn't so poor i would definitely back you on patreon because you content is so enjoyable to watch

  • @EthynLee
    @EthynLee 8 місяців тому

    I’ve been watching every devlog, this is looking sick man. I use visual scripting too I don’t think people understand how powerful it is

  • @PixelPicklez
    @PixelPicklez 8 місяців тому +1

    I love the consistency in your uploads, hes doing what AAA studios cant do, as a side project!

  • @grinbrothers
    @grinbrothers 8 місяців тому

    Following up Ladders with "S" immediately made think it was going to be Snakes. Nope, turns out to be signs. I imagine getting the animation right for climbing a ladder can be tricky, but a door seems like it would be a simple thing... right?
    0:13 - I'm pretty that is the big obstacle most folks who want to make a game face. The screen of numbers and odd letters blurring together tend to be the turn off point.
    1:21 - Given it's Kokiri Forest, said sign may have well grown. It may still be a living plant.
    1:50 - I do like carrying over the sign texture to the text box. It's a nice background and is a nice little touch.
    2:37 - Ahhh, so that is why it's done. I was thinking it'd be simpler to just have the door push open rather animating the character opening the door but that loading explanation makes a lot of sense.
    4:04 - Funny little moment. Cool to see your world from that top-down viewpoint.
    6:30 - I figured being able to switch targets at any point and so smoothly would have been enough of a fix but it's cool that you're going the extra mile.
    7:59 - Provided you keep those sound effects in, I feel your ghostly enemies here going through walls and slapping the protagonist makes a lot of sense.

  • @mahkhardy8588
    @mahkhardy8588 8 місяців тому

    The MGS ladder reference was so on point 😂

  • @StarContract
    @StarContract 8 місяців тому +5

    Blueprints = coding.
    Coding is just implementing logic; Doesn't matter if done using C++, Java or Blueprints.

  • @cupofdirtfordinner
    @cupofdirtfordinner 8 місяців тому

    great stuff 👍 this game looks like it's gonna be chunky,i cant wait

  • @CheesyX2
    @CheesyX2 8 місяців тому

    It's just amazing to see how well you implement those mechanics and how retro they truly feel. Making the art and visual style look retro is one thing but making the whole thing feel like a game from the 64 era is just insane considering you are using a state of the art engine. Next maybe add those little sideways jump link could do while targeted, or chests for finding new items.

  • @LCWing
    @LCWing 8 місяців тому

    Wake up babe, new Legend 64 video just dropped!!❤

  • @Stickers2Go
    @Stickers2Go 8 місяців тому

    remember that super long ladder in Banjo Tooie in the Theme park "Witchyworld" level? I got flashbacks during this video

  • @DK_731
    @DK_731 6 місяців тому

    The ladders script look so cool!

  • @albedehombre
    @albedehombre 8 місяців тому

    This looks AWESOME

  • @LeviAckerman-cl6iy
    @LeviAckerman-cl6iy 8 місяців тому

    Still so stoked to play this one day

  • @SundercoreDev
    @SundercoreDev 8 місяців тому +2

    I could never get into Ocarina of Time, even on the 3Ds, put Legend 64 has grabbed me with its spooky atmosphere, I cannot wait to play this

  • @UliTroyo
    @UliTroyo 8 місяців тому +1

    You're so good at game feel. I'm very glad you don't skimp on the movement details; I bet this is going to feel great to play.

  • @mahkhardy8588
    @mahkhardy8588 8 місяців тому

    Blueprints are awesome. Marketplace assets are used as placeholders until we have our own hand made assets. 👍 good stuff great to hear from you.

  • @manoloeldelbarmanolo796
    @manoloeldelbarmanolo796 8 місяців тому +1

    Really nice video!

  • @bioman1hazard607
    @bioman1hazard607 8 місяців тому

    It looks spectacular, can't wait to play it when it's done, heck if you want to do playtest, I'll volunteer

  • @Mcl_Blue
    @Mcl_Blue 8 місяців тому

    Can't wait to wishlist this on Steam.

  • @jamesconlin5099
    @jamesconlin5099 8 місяців тому +1

    You should make the doors ridiculously big and tall for shits and gigels

  • @anon_y_mousse
    @anon_y_mousse 8 місяців тому

    Really shows the power of Unreal if someone who can't program can do all this. I would suggest that for sign posts you make a font, or use one that's available, and just display the text so that the player doesn't have to stop, press a button, and then read it. Otherwise, it's looking great.