I Spent the Last 30 Days Revamping my Indie Game | Devlog 13
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- Опубліковано 24 сер 2024
- I'm goin for vacation right after uploading this so I'm not gonna be able to respond to many of the comments until I get back. Regardless, I hoped you enjoyed the video, and my sights are now set on hopefully getting a demo out to you as soon possible ^^
Damn i reallly like the way you upped the contrast a little more on the visuals. I think that not everything NEEDS to be reflective as this can make the reflective surfaces not seem as cool, i think i would reserve relfection for the ground, and certain parts of walls, and certain parts of props. Also i think there could be some more variation in the smoothness of the materials, some things shoudl be more reflective than others, Also i think normal maps would look really good on certain surfaces to break up the reflections a bit. Cant wait for the demo, keep up the good work
my 2 favorite game dev youtubers wishbone and unity guy!!!
I agree, honestly. I think that everything being reflective takes away from the impact, but also makes it a little harder to process the scene visually. While the new visual changes look great, it looks slightly muddied by the OTT reflections. Toning this down could definitely help this guy's game look that little bit better
What's up with so many devlogs released today!?!!! Honestly hard to keep up, but love to see the indie projects get attention.
dude I was thinking the same thing - wasn't planning to upload until tmr, but after seeing so many other people posting, I thought I might as well join in
@@theunityguy_yt I know right! Keep up the good work!
Man...I just went down a rabbit hole with you mentioning Arcadian Rift...
haha yea - I remember when i found out. Couldn't stop thinking about it for days 😥
I just did the same. Crazy.
I heard that name and made the 1000 yard soldier meme face. Big shame such a promising project was trashed but the dev was a Minecraft youtuber previously so...
@@volayiwola15 lol 😂
mans got me day dreaming about Arcadian Rift again 😭
Will not lie, that change feels like such a breath of fresh air. Keep it up!
exactly what I thought - now you won't need to wear sun glasses when watching the video 😅
"Small graphical update" nah that is a huge improvement, the brightness still hurts my eyes but way less than before!
thanks! Hopefully i can get it to look even better given time ^^
The enemies, power orb powering, crates, all remind me of Arcadian Rift xD. In the best way though, was really excited to play that game, glad there is a similar looking one in active development! Cant wait to see where this goes.
Fantastic, video, I love the style of the game as well as your dialog. Your videos are intriguing, making me want for more, well done.
I love the crate design. Dont worry about ripping from arcadian rift. Its what inspired my sci fi game that im working on. Lol
when you showed pictures from Tron, I thought that I want to see a night level in your game.
It’s still in the progress huh, it looks amazing man. Keep it up!
This game really makes me think about cybernetic nature.
Like there is nature blended with the technology within this setting. There is a concept in science fiction with biological computers. Using Neurons with a computer to form a new kind of life form. I am not sure why your game makes me think the AI could be like this. But it could be cool concept for the story mode
since I want it to revolve around rogue ai, one of the bosses could be some kind of biologically focused ai (i want each boss to revolve around a theme)
that's actually a really cool idea 🤔 thanks ^^
@@theunityguy_yt Your welcome! The project seems really cool. I do think having one AI could add to it but maybe many different programs or faces to the one AI. That way you can kind of build up and get to know the villain
I should have posted this on the previous devlog, but it kinda feels wrong to be able to defeate the current enemies
what I mean is, let's take a loot at the tank, in most games, tanks are immune to normal gun fire and mostly take damage from explosives and rockets, but here you can "kill" them with normal bullets, in my opinion one way to fix this would be to indicate the damage the tank is taking visually (like have a pice of its armour fall of) or add "less armoured" enemies that look like they could take good damage from normal bullets
but overall, gotta say I love the way this game looks and feel from the shown gameplay, keep up the good work 👍
there actually is a grenade and rocket launcher in the game, so I might create health variants for the enemies and make it so that explosives do more damage to heavy health which enemies like the tank will have
thanks :D
Great progress! Your models look really good.
Enemy idea:
In my opinion now that you have implemented an object pick up system, it would be nice if you added an enemy turret with rigidbody component. When if it falls over, it gets disabled.
So kinda like the turrets in Half Life.
But unlike Half Life, if the player pick them up & turn them upright, then they would become friendly and fight for the player.
omg that's a great idea. I love using this grab mechanic, and using it defensively or when traversing the environment was already super cool.
but being able to literally use it during combat is a great idea. I was thinking of being able to throw objects at enemies and they turn into explosives or something
dude, this grab mechanic is so good! it's added some many dimensions to gameplay :D
thanks
so stylish developer's view
Looking good! Keep it up, can't wait for the demo!
this looks really good!!!!, but i think if you add the synty scifi pack it'll become god tier
While the graphics are moving in the correct direction, I still believe you could do so much more with them! Especially with your color choice. Everything is fairly monochrome, with cold colors everywhere. I think the game needs some real highlight colors. (See mirrors edge for my reference.) Maybe this means enemies that are super red and glowey? Maybe environmental objects that catch your attenchion, be that explosive red barrels, but I think this game could benefit so much from some real color pop!
Keep up the great work.
yea you're totally right! I've started to add a little bit of orangy highlights to some places but adding some more could definitley help :D
i've even been thinking about playing around with using localized lights as the only light source is the sun right now
thanks for the tip!
Honestly, it is looking very good
thank you :D
Turn the rim lights orange when in combat!!!!!
omg this is such a good idea! I can just imagine the vibe completly changing during combat but then the map becomes relaxed when you defeat the enemies!
thanks 😊
Awesome, bro! Keep it up. My feedback is that it still looks too bright for me, at least.
yea hopefully slow and gradual improvements will help fix the graphical look of the game :D
I just learned about this game, and it looks really good!
thanks so much 😊
How destiny was created
Dope man keep it up its getting rly cool
This is admittedly the first devlog of yours that I have been fortunate enough to see, however I was curious as to whether you'd given much thought as to how the doors open. By which I mean, the doors opening from bottom corner to top corner vs what was shown in the video.
If you go bottom to top, it can help increase some tension and that sense of the unknown in the next room, however if you go top down, the player gets the sense of the next room earlier and it can be a release for any tension you're trying to build up.
Just my thoughts
oooh yea, i might give some thought to how doors open revealling the next room
the only reason they open from the top right corner is because I thought it looked good, but this is definitley something I might give a little thought in the future
thanks for the idea :D
@theunityguy_yt anytime mate 😊
It definitely does look good as it is. I'm keen to see what you do moving forward with the doors and how the rest of the game evolves moving forward!
See some space engineers object in here... Looks gr8 tho :)
First person im meeting who also sounds like Tron Fan except for my father
Regarding the doors. I think it'll be important to differentiate the visual language you've got going with the boxes and doors. The player is going to associate those lines on the boxes with interactables/loot. Altough the door clearly has those pipes off of it i think it'll create more mental friction for the player. Maybe the orb can have the lines? But i wouldn't give the doors the lines unless you can simply walk up to them and open them.
You gotta do something with reflections. Idk how it works in Unity but in Unreal there's "planar reflection" object that you can place in front of surface you want to have a hq reflection on. The reflection will be almost like ray traced so it shows even the part of the scene behind the player's back.
yea, i think reflection probes do something like that but i couldn't get a result like the reflections I have now with those
i might try to use them again in the future :D
3:54 since you are using pro builder you might select the face and detach it and then apply the material you want
I actually do use that to make a lot of my models, however, having a shader makes this process a lot faster - I want to create a lot of content for the game, and so my focus was partially on making the level creation process efficient -> i did try to use the probuilder method, but it just took too long
However, this is a really good tip when creating individual models, and after finding out you could do this, this technique has really saved a lot of time:D
thanks ^^
Considering what happend with arcadian rift I would say its not a huge deal if you take the crate idea
I think you should really lean on the Tron inspired designs. Use darker color like black for materials and warmer colours for the light.
Ive watched your othwr videos and a really happy for you and cheering you on. Best of luck.
oh yea, I totally agree. I've started to dabble my toes in darker colors and its really paid off! I also need to start exploring the use of warm and cool colors since I've seen other games use them and it looks really good!
thanks a lot man :D
also as feedback up the fov value on the guns, and make the hud smaller and more minimalistic, because otherwise it looks like a mobile game, also smooth out the walking and running animation of the guns.
Cool looking game. U got a sub bro 🤙🏼
Thanks for the sub! 😊
The game looks realy nice. I need to ask though, is that some kind of custom editor script you are using in hierarchy? and what is it for?
it actually game with an asset and it doesn't do much besides do a bit more labelling :D
looks great, keep it up!
thanks :D
looking really cool
i think it looks alot better but still the darks arent dark enough
will work on it ^^
You know. I had the idea that different levels/chapters have different art styles or colour themes
I'm actually going for a similar idea. There are going to be different types of levels that take place in different areas of the game and have a different level type (linear, semi-open etc.).
Each of these level types are going to have their own unique art style. For example, these linear story missions have a sci fi simplistic art style, whereas the levels i'm currently working on will have a more industrial art style (i'm probably gonna call them district missions or smth).
hopefully i can create one more level type on top of these 2 but I haven't thought about a third one yet
thanks for the idea ^^
@@theunityguy_yt Nice
@@theunityguy_yt it will be great
I don't know if anyone has suggested that you can select a single face with pro builder if you are using it's elements/components and just apply the texture to that face
oh yea, I actually found out about this a while ago and it's an amazing feature
however, I want to be able to make many of these levels easily, and dragging a shader onto everything is much faster than going through the level and using probuilder to change the color on faces
however, I actually love this feature and used it on many of the enemies to make them look a little bit better in-engine :D
@@theunityguy_yt oh i see. makes sense! and the visuals certainly look waaaaay better than in last devlog! I think some sort of fog would also add to the evil atmosphere
@@uncertawn oh man don't get me started on fog! I'm stuck in the worst rendering pipeline in unity (basically access to the worst graphics in unity), so fog is really hard to do since i can't do it volumetrically.
I do have a basic fog shader which shades out objects far away, but I wish i can figure out a fog shader for more nearby areas that looks good! maybe one day ;D
@@theunityguy_yt ooof sadge
Noob question: Whats up with the unity hierachy ? Is that some kind of plugin ?
do the tanks shoot out of their main canon yet?
So serious then weeeeeeeeee 😭😭😭😂😂😂😂
lol yea my brother watched it and couldn't stop giggling 😅
Mate, add a nighttime toggle. I think that'd be cool with all the neony lights.
I've actually been working on a night time / galaxy skybox but it doesn't look good enough to show off yet - hopefully I can get it to look good with a bit of effort ^^
@@theunityguy_yt I imagine a dark jet black / blue sky, I think that might be really good. You'll figure it out in time. Can't wait to see more. Glad UA-cam recommended this to me.
* sigh * He showed a Hollow Knight clip. It seems we must continue the search for the Chosen One.
lol 😅
This looks really cool! Are you using URP or HDRP?
lol i'm actually using the built-in render pipeline 😅 and trust me, it's been a nightmare to get the game to look like this 😭
@@theunityguy_yt Wow this looks insane for the built-in pipeline! Do you have any general tips to make the lighting and stuff good?
@@anomalous1271 frankly, just sit down with lighting and post processing setting open and keep switching dials and changing numbers until you like what you see.
it sounds dumb but that's really all i did
looking a color theory and using colors that work well together can also improve graphics a lot without requiring too much work ^^
@@theunityguy_yt Oh I see. Thanks, and good luck on your game!
Are those weapons from an asset pack?
Can I ask where you learned how to do lighting? I’m about done with my own game and am struggling on the last bit with settings and such. Most of the videos I’ve watched don’t seem to work very well.
sorry about how vague this reply is, but getting good lighting is really just a matter of tweaking settings from your post processing, light source and lighting setting to get a result that looks good
in fact, my game relies on all 3, and if I change or remove any of these, the game looks absolutely terrible 😅 It's hard to explain but it's almost like I found a sweet spot, where changing setting at this point can only make it worse!
hopefully this helps ^^
You should definitely use some anti-aliasing, especially when recording. TAA probably is best in your case.
This gives me a blend of Tron legacy and Mirror’s edge, rly cool dude!! Have you played Syndicate by any chances? It reminds me a bit of that underrated sci fi fps!
Thanks :D I've never played Syndicate but I just took a peek and it looks super sick!
@@theunityguy_yt yee its one of those budget fps games that would come out in the early 2010s and honestly its a pretty good game! Especially after listening to your visions for your game I think u could like it
@@Zorrio thanks for the suggestion ☺
dont know about you but i think you can make the sky galaxy like with some planets and stuff, it would give spacial experience to the game
it's actually something I've been working on, but I haven't been able to make it look good enough to actually show off 😅
@@theunityguy_yt i believe in you brotha 😉
Those prototype textures look really cool, like the one in unreal engines blockout system. Any chance you can tell me where u got them
it's actually just a texture inside the project files for the 'FEEL' asset on the unity asset store. the asset itself is really good for adding game feel, and I wouldn't buy it for the texture😅but you can easily make a grid texture like it in photoshop and then use a tiling shader to tile it like I have :D
hope this helps ^^
I really suck at photoshop but I'll try.
Nice to have a quick reply like this cause it's still a small channel😂 your definitely gonna get big with time. Thanks for the reply.
@@volayiwola15 haha no worries! thanks :D
I honestly love your artstyle, you seem to be also leading to focusing more on the graphical side than on the gameplay though... A mistake I also try to prevent when making games myself, you might be making a good looking but not fun demo here
yea, that's actually one of my worries - if a game is boring, no level of graphics is going to save it
that's actually the reason I'm making a demo. i realize that gameplay may be a little bit cooked, so I'm hoping to get tons of feedback from everyone playing so that I can get gameplay to the same standard as my graphics :D
hopefully it all works out 😅
@@theunityguy_yt Yea for sure, my last big project failed bc of this. Bc I didn't really do much playtesting. I am really proud of the artstyle, but the gameplay is just meh
why dont u use pro builder? It's easier to build and you can apply materials to faces
I would love a Tron like game, but there is a lot of glass and open areas. Getting the style might be a bit difficult.
yea it definitely will 😅, but I'm honestly super happy with what I've managed to achieve with this level :D
7:15 Nah thats just portal 2
but.. you know what? Its fine
hey man ever heard of this game called Minimum? Thoughts on it?
oh i just took a look at it's store page. I really like the low poly stylized look, and apparently it died because the dev's couldn't continue running and updating the game - it honestly makes me really sad to see games that the community loves just die like that :(
Why dont you add crouching, sliding, wallsliding, walljumping, etc.? I think its important in an fps, more in a sci-fi one.
yea, I actually do like how movement mechanics add to gameplay, but I don't want this game to be a movement shooter
however, I will probably add things like double jumping, dashing and grabbling as movement mechanics in the future - oh and you can already crouch in the game 😊
Hello Unity guy
is there a discord or smth to follow the progress and get notified when something new happens?
I did make one a while back, but I just can't find the time to keep it alive with posts. If you'd like to join though, here's the link: discord.gg/T5tu4ueW
Hey! This looks awesome! Do you need music for it? I am an audio engineer and composer.
When will The Unity Guy make a discord server?
link: discord.gg/T5tu4ueW
it's a bit cooked tho
When is he left arm being added? 6:14
It's actually in the works as I've been planning some kind of grab animation :D
@@theunityguy_yt Procedural?
Why did you decide to block the doors with... blocks?
The "open" version of the door already looks like a nice force field which already has blocked off vibes known by the player from other games, why not use this as the closed state and the open state is literally nothing, maybe with a cool "burning paper like" transition if you know what im referring to
Also what you usually see in those neon city images are very non reflection surfaces like asphalt or concrete but with additional reflection layers like water or glass, also the reflections are kinda blurry and not really close to mirrors. The current amount of Reflections+Texture have a very modern feel but (at least from my perspective) should be more of dystopian-future-destoryedish-with-neon feel if you really wanna go for the neon-city style.
Just to say it, Im aware that this isn't the final version by far and one shouldn't focus on the detailed graphics if the gameplay isn't totally there yet, but just want it to say so you can think about it and i dont forget it lol
Please Use Good Anti Aliasing Those Jaggy Edges Ruin All Of The Good Work You've Done, Also Use Unity's Hdrp If You Haven't Used It Yet
Ok
did u use unitys pro builder or by your own (or something else).
I actually just made the level out of a bunch of squares 😅 Probuilder is probably more optimized but unity's built in occlusion culling solves a lot of the optimization problems
however, I do think that probuilder is a better option when making levels like this one :D
Hello! I am a music artist who’s always wanted to make music for an indie game or just a video game in general, and i was wondering if i could make music for your game here. I really like the way your game looks so far and i see the potential. If you already have music then that’s okay, but if you dont then you can just respond in the replies maybe.
hey man this sounds amazing, but I've actually wanted to try and make the music myself as a learning experience and because it's something I've actually wanted to learn for a long time
however, if I completley flop with my attempt to make music 😅i'll totally open it up and reach out :D
@@theunityguy_yt gotcha
Hey please unlisted your videos until hd is rendered and then make them public cause the resolution is super low
I know this is unrelated but give the Quran a read