A lot of the footage was recorded with the wrong texture. The really bright blue/grey texture was just for testing. The final look of the enemies will be something like the ones at the end.
yea totally. I actually worked on my enemies in a scene with a fog shader which made them less bright. After moving them to the scene I was recording in, the brightness increased. At 10:05 is what they look like after my adjustments :D
Good job for this devlog! For the next one I suggest to tune down the music, or at least make it not so epic, il love interstallar but it make it hard to follow what you explain :)
Just came and sat down with a pizza, 🍕 yet there are a few video suggestions/questions: - Not sure if it's just me, but for that the video is uploaded as 1080p, the resolution seems kinda low and the framerate of the video/game isn't really stable either; - Music is imo still bit too loud; - You kinda talk idk monotone and not really with a lot of enthusiasm; - What about showing (more) of the actual cote / coding process; - You say like at 2:52 that those things are very customizable, in what way? for us players (soon), for you as the dev? can you like show a preview of that?; - Maybe some 3rd person/freecam footage to show in the video would be cool too; - Like at 8:45, maybe mention in the video by saying that you didn't polish yet and that you gonna do that soon/at X time; - For 9:09 more dramatic music would have been cool xD; A few game suggestions/questions: - The HUD (Gun and Amo count) are white, and your whole game is near to white so it gets kinda hard to see; - Also lot of your game is kinda really bright (whiteish) where I am not sure if that would be cool to play with for a big amount of time; - A question to the "Feeling Enemy", why do they flee? Is there any reason for that? Can they harm the player?; Last but not least, take this all as positive feedback and not hate of course ✌ (also a discord server wouldn't be bad either) If you wanna talk with me, find a way to contact me on 'Lunish dot NL' in the web
Great advice. Still working on my editing skills so hopefully that improves over the next few videos. I'll try and more more enthusiastic and show some better clips :D In terms of the colour combo, i'm aware of how harsh it can be. This is actually only 1 type of map but I'm working on others that I will show off in the next devlog (on map development). The fleeing enemy is actually almost a source of income (lots of loot but hides). It was also a test so that I can add it to other enemies as a behaviour stage (low health, sees player grenade etc.).
@@theunityguy_yt Alright! I'm looking forward to the next videos :D And yeah I do know that making UA-cam videos has a huge learning curve, no one is perfect at the start. Keep up your work and try to improve! Congrats to your 300 subs too :)
@@theunityguy_yt NP! What I just have noticed, maybe try to make the thumbnail background of the video look more different than from the other videos so they look more different, and blur the background! Make the white text above "Devlog #" wayyyy bigger, maybe into the top left corner and the "Devlog #" smaller than the white text slightly beneath.. You can hardly even read it ATM
The texture for most of the video was a prototype texture. At 10:06 there's a clip of what the enemies look like now. They're still pretty hidden so I'll continue to work on differentiating them :D
Looks good, I just sometimes feel like it's a little bit too bright. The enemies at the end look awesome too :)
A lot of the footage was recorded with the wrong texture. The really bright blue/grey texture was just for testing. The final look of the enemies will be something like the ones at the end.
LOL HI ALEX
Looking good agree about the brightness though
yea totally. I actually worked on my enemies in a scene with a fog shader which made them less bright. After moving them to the scene I was recording in, the brightness increased. At 10:05 is what they look like after my adjustments :D
My favourite unity guy
Good job for this devlog! For the next one I suggest to tune down the music, or at least make it not so epic, il love interstallar but it make it hard to follow what you explain :)
Yea totally. Still learning how to edit videos and all of these comments help so much :D
Just came and sat down with a pizza, 🍕
yet there are a few video suggestions/questions:
- Not sure if it's just me, but for that the video is uploaded as 1080p, the resolution seems kinda low and the framerate of the video/game isn't really stable either;
- Music is imo still bit too loud;
- You kinda talk idk monotone and not really with a lot of enthusiasm;
- What about showing (more) of the actual cote / coding process;
- You say like at 2:52 that those things are very customizable, in what way? for us players (soon), for you as the dev? can you like show a preview of that?;
- Maybe some 3rd person/freecam footage to show in the video would be cool too;
- Like at 8:45, maybe mention in the video by saying that you didn't polish yet and that you gonna do that soon/at X time;
- For 9:09 more dramatic music would have been cool xD;
A few game suggestions/questions:
- The HUD (Gun and Amo count) are white, and your whole game is near to white so it gets kinda hard to see;
- Also lot of your game is kinda really bright (whiteish) where I am not sure if that would be cool to play with for a big amount of time;
- A question to the "Feeling Enemy", why do they flee? Is there any reason for that? Can they harm the player?;
Last but not least, take this all as positive feedback and not hate of course ✌
(also a discord server wouldn't be bad either)
If you wanna talk with me, find a way to contact me on 'Lunish dot NL' in the web
Great advice. Still working on my editing skills so hopefully that improves over the next few videos. I'll try and more more enthusiastic and show some better clips :D In terms of the colour combo, i'm aware of how harsh it can be. This is actually only 1 type of map but I'm working on others that I will show off in the next devlog (on map development). The fleeing enemy is actually almost a source of income (lots of loot but hides). It was also a test so that I can add it to other enemies as a behaviour stage (low health, sees player grenade etc.).
@@theunityguy_yt Alright! I'm looking forward to the next videos :D And yeah I do know that making UA-cam videos has a huge learning curve, no one is perfect at the start. Keep up your work and try to improve! Congrats to your 300 subs too :)
@@wamellow Thanks so much! From devlog 2, i fixed my intro and audio. In devlog 4 im gonna try and fix all of your awesome tips :D
@@theunityguy_yt NP! What I just have noticed, maybe try to make the thumbnail background of the video look more different than from the other videos so they look more different, and blur the background! Make the white text above "Devlog #" wayyyy bigger, maybe into the top left corner and the "Devlog #" smaller than the white text slightly beneath.. You can hardly even read it ATM
Make the enemies contrast the environment. Can't see them
The texture for most of the video was a prototype texture. At 10:06 there's a clip of what the enemies look like now. They're still pretty hidden so I'll continue to work on differentiating them :D
Nice
1k views 🎉
Loving the support!