Let's Game Dev - Boss Battle Design [Live Stream]

Let's Game Dev - Boss Battle Design [Live Stream]

Machine-readable: Markdown · JSON API · Site index

Поделиться Telegram VK Бот
Транскрипт Скачать .md
Анализ с AI

Оглавление (28 сегментов)

Segment 1 (00:00 - 05:00)

hey compote how's it going let me know if you can hear me and all that stuff just gonna share the link and discord hey how's it going everyone aces kasha holic Kiki how'd you all see the link so quickly usually I have to post it in a few places before anyone joins good morning quince what time is it over there Oh notifications okay so somebody in my chat last time said if you make your stream public before you actually livestream you don't make a private test it and then make it public it will go into notifications apparently every other livestream I've done so far it hasn't come up in notifications so yeah it seems to finally work which is nice it's really nice slow day at work f5 YouTube what are you doing for work at the moment Ark David hey no mikaze hey Hans hey boy pure fun good how are you hey quim how are you going tech support oh I see so you have quite a bit of dams downtime between various jobs there and stuff right hey honest Alexander so yeah we're doing the boss last time we're working on bus stuff and we got one of the basic attacks in can you close up on the bus yes so this is the bus let me um show you the bus actually so that's the bus that we're working with today so boss livestream was basically let's implement the bus and see how far we get hey Mitsu how's it going volibear I'm not sure what volibear is yeah it's not mine by the way so if you watch the last livestream we're using assets from the Infinity play pack so what's great is I can get these in and stop getting the gameplay going the only downside is I'm limited by the animations but we'll just view that as a creative limitation will your game cost money no this is just game a month so um game a month is very relaxed I basically only work on game a month during live streams I only did a bit of work in between this livestream and the previous livestream so yeah what are your thoughts on the Unreal presentation oh I thought it was really great I love the mega grants I think it's really great that the company is taking the money from full night and investing it into developers that's really great and it shows we're part of epics priorities are which is quite nice so if you're not aware they put a hundred million dollars into their developer fund outside of that I saw a few things like the what was it I think I saw the chaos engine so that's the new destruction which is quite cool outside that I didn't I don't think I'll fully watch this dream yet I saw a bit about Kingdom Hearts 3 which was nice I was really cool to see some of their behind the scenes development and apart from that that's all I kind of saw was there anything you really liked from the presentation I wanted a piece of that pie I think everyone does right but hey I think it's a perfect time to apply in fact rubber ducky if you go my discord he's one of the developers on there he recently got I think he was part of the lost group of people who got part of the original grants so yeah it's really cool that

Segment 2 (05:00 - 10:00)

someone from our community got part of the grants hey is house going what do you think about stadia um I don't know enough about it to make an education like an informed opinion I just know it exists I know it's gonna be this kind of streaming live service for games it's kind of where things would probably head in the future anyway but like for example I'm streaming this whole thing of my mobile phone right now so yeah I can't really use anything that's stayed here because my internet isn't good enough but I don't really have any major thoughts on stadia or anything like that because I just don't know enough about it anyway we're what we're doing is working on a boss so something I did in between this last livestream in this live stream is I implemented the health bar so if you can see down the bottom you've got the health bar for the boss and there's also a boss name we got to come up with the name for this guy because we don't have a name currently the other thing I did was I added the player health bar at the top left just a placeholder for now so if you just see if you get hit you get sent flying a bit and you also lose health and of course we've still got the errors and the error is currently damaged the bus and they will actually slow down your movement speed so that's currently where we're at for the bus what we're gonna be doing is adding some new boss behaviors and yeah that's we're gonna go from there and see how it turns out in terms of bus behaviors we're limited as I mentioned by the animations that come with the boss so we're limited by three attack animations hi hope sucio system will have to cut up stuff I see why is the bus moving in a weird manner because we haven't had time to polish it alright so in terms of animations well let me turn up this code real quick okay in terms of animations that we have to work with we have the attack one attack - I believe this is the attack we're currently using and then we have this massive kind of attack with both hands are there also going to be bus phases it really depends like the game the thing you got to remember I only started working on this about like last week when I did the first live stream and I have to put the game up on Friday so this there's about two days left of game development on this so in terms of phases and stuff probably not just because like we'll see how we go but there's literally two days of work to do and get all the stuff done in that time so we'll see what happens all right the other animations we have other throw someone was mentioning throwing chickens which is quite funny I must live stream in terms of sorry give me one moment I'm just going to check on something hey I'm back can you guys hear me sorry I had to UM check out something real quick just disappeared on all of you let me know if the mic is back alright so we have the store automation what else do we have and the walk so if you weren't here for the last livestream we're basically trying to use these few animations to create a boss battle of some kind and it's probably not the boss but we were thinking if you weren't here for the last livestream it's not like the Dark Souls epic boss spider where there's multiple phases right we're looking at something a bit more like Titan souls so have you guys seen Titan souls I'll just show you so we're going for a simpler method of gameplay so let me show you the trailer so if you have a

Segment 3 (10:00 - 15:00)

look at these boss battles here like obviously there are one hit but um if you look here they kind of have a few randomized style of attacks and they will perform these attacks and then the player has to skillfully kind of move in and out and shoot at enemies so that's the kind of in terms of scope like the overall scope that's what we're going for so what we need to figure out is what type of behaviour can we make with a character lots of slashing they're commonly known as barrister that's cool alright so what I really wanted to work on today I got this montage here set up and I was thinking we could give the best some cool kind of attack where it can combines a ground smash and it makes Pillars of the Earth come out of the grounds so kind of like an avatar where earthbenders can make earth come out of the grounds and let me show you what I mean by that so I just go to my blueprints folder I have these a bear attack pillars I was just setting up and I'll show you what that does so if you have a look they kind of come out of the ground like that so I was imagining we could have some cool thing where the enemy will smash the grounds and we could have a series of these kind of chasing and launching other player forcing them to move around so if you have a look see how they kind of pop out the ground like that and I was thinking we could make this type of event happen when the bear if you see here smashes into the ground and actually put a temporary notify here called summon pillars so when the best smashes the ground right here we can make these things pop out of the grounds hey chimera yeah that's something we can actually modify completely for now the whole purpose is to just get it working in terms of me making them spiky I because of limits of time this is literally from the Seoul City Pak so this is what we currently have to work with if I magically get some free time I could make my own model but I don't think it's worth it when I could be polishing things with say particles and all that stuff but for everyone saying talking about polish right now the main focus is to actually just get the boss battle working and then polish it right so I know it's really like I know we all probably want to add in like really cool dust effects and everything but we need to get it working first especially with the limits of time we have so I've got this attack here now I'm considering two options form to function exactly so there are two kind of options we can go for we could make these kind of spikes appear all around the enemy right when they smash the grounds so they can you know come out of the ground like that and smash up or we could actually make them launch kind of one by one and maybe make 10 of them launch and follow the player as they move around so imagine the players running around the best smash is a ground like that and they kind of come up as a player's running and both of them have Pro grunts so when the boss smashes a ground and they come out of the ground up close from the enemy like literally we put heaps of them it forces the player to kind of run away and get some distance the benefit of the other method where it actually follows the player is that it causes the player to change how they're playing the game for a moment of time and I kind of like the idea that rather than the player just kind of trying to dodge and run away all the time like this style of gameplay there can be a moment of time where they're actually getting chased by all these spikes and maybe the player could actually get a little particle prompts in front of them when a spikes gonna pop up and they're around and dodge both in a sequence we could actually make it to attacks so we could make the bear when it does this you know what let's try that that's a great idea why not have both right let's try it so the first sequence is gonna be the

Segment 4 (15:00 - 20:00)

spikes just coming out of the ground around the bear we'll try and see how that works yeah the chasing spikes is quite fun as well um I think we could make both work if you guys want to try Beth what are you more interested in seeing first the chasing spikes or these spikes around the bear itself let me set up another event for later I think having more room to move around yell definitely this is literally a box with a texture because it's a testing platform mr. pancake the actual level will be a proper level this is purely for temp I have to reiterate I should publish I wish I could put it on the screen somewhere this is purely for testing right now we're not polishing we're not doing any level design we're just trying to get the mechanics in hey mats yes we got rid of the bar I actually did it just before the livestream I was hoping you'd come on and have a look at it I'm chasing all right let's do the chasing so I have no idea how I'm gonna do this would be fun I've never implemented an attack like this before so I'm trying to kind of visualize how it might look hey Itachi how's it going so I know these kind of pop out the grounds and we can actually make the rotation and location a bit random around the player so when they launch out whoops haha it's a cool effect and then we can figure out how to notify the player that launching up a tutorial about a 3d I don't know what hacker selves talking about all right summon pillars so I've set up this notify here previously called summon pillars and what this will do is when the best smashes the grounds at this timing maybe I'll do it around here it's gonna shake the screen and it's gonna make all these pillars of here with the time and attack the player hey Benjamin yes I got rid of the search bar it is so nice I can't believe that I never bothered to look that up so thanks to everyone for suggesting I do that alright so I've got this pillar here which is kind of one of the bear attacks and we've got this cave this rock here which is gonna go up hey just videos how's going it's gonna go up and be able to attack the player so we can probably just some in a series of these over time which would be quite easy to implement so let's go into where do I want to be I n here I want to get to the animgraph that's right the event graph and summon pillars is cold when the bear smashes the ground so I could actually make a oh that's a great idea I just noticed something I could do a kind of loop with a delay and if you can't actually just make a loop with the delay you've got to actually make your own Macker so one moment you fall forward the delay so this to be very useful something make a full loop really quickly so I'm gonna take this and I'm gonna modify it haha see Mads thanks for dropping by I'm just gonna show what Myles Wilson actually I'm not gonna I'm just gonna remove your post Myles cuz I'm gonna show what the images could you tell us what the images before you post it alright let's see okay just gonna remember the Macra thing should the slowly put delay hey it's me again how's it going I'm just checking out

Segment 5 (20:00 - 25:00)

something on my left monitor if you're wondering why there's nothing happening right now I'm just thinking if I do want to do if all they puts away or not I'm great very good I'm just I completely forgot how to make a macro with a full loop with delay there's a there's this really cool thing you can do which is quite nice damn one won't fail you what I want from you is the tutorial about making a 3d fighting game like Tekken oh I see I don't really do tutorials anymore well I haven't done them for a long time you're probably better off asking somebody else and I'm personally not very interested in developing something like a Tekken style um game right now so yeah maybe look into somebody else who does tutorials Jolla Matt why you do this to me I'm at work sorry it's hard to like this is a good time for me to stream right say it can be difficult alright for some reason I cannot find this forum post I'm looking for oh I think I found it yes okay pretty sure that's it let me just double-check yes all right so we're just gonna make this look like this but I'm gonna make a new Macker so it'll be really easy I'm so focused on the bus videos because I'm making a bus in ue4 for my game - oh that's great what's your game about it's me again I'm curious to know what you're developing okay let's go and make our new macro it's gonna be full loop we have delay I'm basically just gonna take everything from this so execute integer int and an int so the reason I want a full loop with delay is just a really easy way for me to spawn something wait a few seconds and spool and again actually this would make things way easier if I just put this on the side and yeah it's a survival horror game oh nice how do you go about building those cuz like I'm really bad with horror or any em kind of horror themes or jump scares on movies so I wouldn't be able to play test them I'd be pretty horrible at that I'm just gonna take this directly from here and pull these over and then we're done I'll say I fix up one more thing that's an index and this would be an execute perfect okay now long live Yeti nice blue yeah you can get like that sometimes okay so let me just go in here I'm gonna add a new one and it's gonna be called delay and this is gonna be the amount of time I wanted to lay this loop for I really wish they created a node called a full loop with delay but they haven't done that yet so we're gonna make our own I'm gonna move this into here and then crust that into branch I'm just gonna double-click this the secret is the environments yeah it is I just wouldn't be able to play testing so that'd be terrified which practically system that's cool okay let's see what God Matt you know any good things for learning in animation there's this book you should probably read it's called the I know everyone recommends this if you're in the if you do any animation and you're in the chat you know what I'm about to just bring up if you're into animation

Segment 6 (25:00 - 30:00)

you should probably look into this book it's kind of it explains a lot of the principles of animation and how animation works and you can apply these to any character or animation you have and it will really bring it to life and it's a good thing to study so I highly recommend you look into that Andre I don't think you can use to let you can I've used these many times before and I'm gonna show you how it works in a second once I set it up Luke buddy and if it's false completed okay done I think just test it out all right let me just double-check look ooh this one needs to go into here okay I think we're good so now if I go back into here I can do my full loop of delay and I can say I want it to bring up a new pillar every two seconds we're gonna bring up six pillars for now and we're gonna actually create active from crates whoops spawn huh create spawn actor from class and the actor we're gonna spawn is the bare earth attack in terms of the location for now we're just gonna do something temporary which will be get player character and we'll just get location I'm gonna make this proper after I just want to test what actually works actually I'm gonna get the transform and I split this up the reason I'm splitting it up is that I want to keep the whoops that's not what Zed location at the same level of the platform which is currently something crazy I'll just keep it at this for now doesn't really matter too much for the time being okay so every two seconds it should spawn one of these until it spawns six all up and when it's completed we're gonna say finished attack now in order to test this we need to actually call this from the bus itself so let me just see where the logic is I think I made up a heavy tree enemy AI behavior tree and yeah so we got attack here and when they attack it goes into best dates and it plays that montage so the actual on montage I want to play this time is going to be the bear B and C I should really name this shouldn't I let's see what actually that what that is cold let's go into here montage it's called bear see attack okay I'll name these in a moment so I'm gonna call Betsy attack and we're actually going to change this um are you gonna object no I'm not gonna object pool because there's like two days and not that many of them are gonna spawn right it's just not worth it for the time I have especially because it's on PC it should be perfectly fine it's the only pretty it's not really technically a projectile but it's the only real thing to worry about in this game okay so we're gonna play this and after we play this attack it'll go to walking which is cool so let's see what happens so it smashes with two one oh it's a long delay isn't it it's a whole two seconds so let's change that delay where is it let's make it um 0. 4 seconds for now and you know what after the attack I don't want the bear to just run at the player so I'm going to I don't want it to attack forever either I'm gonna make a new state called idle just while we test this actually know what I have a better idea I'm gonna make the bus really slow just so we can outrun it and test it so gonna make the walk speed something like 100 all right to play

Segment 7 (30:00 - 35:00)

it's really slow it attacks the grounds one whoa why did only bring up one that's interesting let me just test this again we pause this and let's see how many it spawned rejects Oh interesting it only spawned one let's figure out why um random question oh how did you learn to make games all gosh has to be question let me go back to that real quick are you doing this as a job this project is literally a healthy product I do every month it's called gamer month and I just create a really small game in a month it's not to be sold it's nothing professional it's just for me to learn various things about the engine and have some fun and now I'm doing livestream so I could talk to all of you in terms of my own job I work as a lead Unreal Engine 4 developer random question haven't played titan for when your character war one runs is it straight like in the tutorial I haven't played title for a while also that tutorial is so old I wouldn't like there's some cool stuff in it but you can do much better like I don't want to remake it but it could be made so much better hey JC how's it going alright so now what we're gonna do is figure out why we only attacked once she's gonna be interesting so we have a m0 first index we will not be able to play this game no you will the game it's gonna be on hiu if you're unfamiliar with my game a month just check this out here so I've been doing game a month and if you see here skeleton - was my first game a month game and you know you can check it out here and play it my second game a month game was called blade construct and you can play it here as well so all my gamer months completely free and you can play them what happens to the VR game nothing I'm still making it it's interesting sometimes projects take a long time to make and projects go through a lot of changes so it might take weeks for a video to come out on the VR game right but if I don't put a video out say every few weeks people think the products is dead and it's really strange I use South African no I am half asian half European Australian where do you forget your assets this is all sofa game a month I'm using asset store stuff and this specifically is for is from soul cave for game month are you talking about the stealth game Josh you're not talking about the third-person VR game you talk about the stealth game right let me know if that's what you're talking about okay so what we need to figure out is why the hell is only one attack coming out of the grounds so I want to see how many times this runs so it's do a print string so what should be happening is it should say hello multiple times okay it's only doing it once that's interesting let's figure out why it's only doing that once it might be the way I did the fold with delay so let's just check it out real quick I'm just gonna quickly debug this debugger I'm just gonna compare it to the reference that I have up on the other screen so sorry oh I'm an idiot I didn't assign these how silly okay it's gonna work now that was really dumb okay let's try that yeah oh that's cool that is so cool let's see it again so I made the bear really slow on purpose just to test this mechanic out oh that's cool I like this a lot and then we'll make them kind of disappear after a certain amount of time nice really happy with that was

Segment 8 (35:00 - 40:00)

actually a lot easier than I thought because the Foley put delay we can um yeah we'll get rid of those afterwards let me just see what's happening in the chat can we get the yui projects I can't give these out the rager reason being you cannot actually I said this in the last livestream I'll just really quickly say it you can't upload these files because they contain marketplace assets and you can't redistribute those they all belong to Epic Games and they can only be used with epic products so I can't actually just put this project on say the Google Drive or github and share it Josh actually like the game is still being made it's just being made under a company that I'm working with and I can't fully disclose many details about it but that game is still being made it's just changed and I can't really share it on my youtube very much because it's of the company I'm working with on that game how long did it take you to transition from uni TV for I literally here's my story about unreal I woke up and I went you know what I'm sick of unity no particular reason by the way I was just like I feel like something near because when you use something for five years you want to try something new right so I'm like I'm gonna try is it a new engine and I typed in Unreal Engine 4 actually let me see what happens when you do that nowadays Unreal Engine 4 I typed in Unreal Engine 4 and this amazing trailer popped up they probably don't have it anymore this yes II see Cloud Strife this is a different trailer but basically I saw a trailer with Cloud Strife from Final Fantasy 7 and that's one of my favorite childhood games I've finished that game a ridiculous amount of times and when I saw all these amazing videos and I saw some of my favorite childhood games being remade and that's all Kingdom Hearts know that I thought I've got to try the engine out and that's kind of it like I just hit the ground running yeah so it was really fun to transition what is your favorite game I can't pick a favorite I like a lot of games so what I want to do now is with this behavior that I've set up I'm gonna go back and I want to change this to the original attack which is kind of like a swipe and in fact we should probably name these so it's cool this montage on the skull of bear swipe attack and we're gonna call this one let me just save montage underscore this would be the pillow chase player attack I don't have a fancy name for it right now maybe you can come up with a better name yeah like the music - Benjamin let's see hailer is don't say unity sucks unity is a great engine I used a FERPA five years I developed some cool games it does amazing stuff like you can't say unity sucks how girl have a look at Ori and the blind forest and all that like beautiful games I think it's silly to say an engine sucks gosh so many questions what engines have I used a lot I started with game maker and then I moved to flash with ActionScript and then I used something cold I think was cube 3d or something like that it was a 3d engine and then I tried modding a bunch of games like Warcraft 3 I messed around with sauce engine and then I found unity and then I'm real so I've messed around with quite a few engines oh and I've you know done Java programming and tried to make my own 3d graphics engine and stuff like that in the post yeah unreal does take a lot of space you need a pretty decent machine to run it unfortunately I mean that's just part of the engine right so what we want to do now is we don't when the player attacks us when the enemy attacks Ash's LA English us we don't want it to just always do the same attack we want to mix it up right so we need to change the movement speed back I wish I could give it a charge attack I just don't have the animation for it as I mentioned earlier in the stream Davie if you see these animations here this is what I'm limited to so we've got the wipe and smash attack and what we want to do is we want the enemy to perform that ground attack

Segment 9 (40:00 - 45:00)

where the spikes chase us and we want it to do it kind of a bit randomly so in order to do that behavior let's have a think about how we can use this baby tree we get some water hey keV how's it going took a look at them works yeah it's very cool Benjamin isn't it very everything is Windows only the reason why is because as you can see I have a Windows machine that's why it's Windows only alright so we've got a tech player I think we can modify this I don't know why I have this thing happening here let me change that we can actually modify this in order to perform multiple attacks the way I want to think about this is I'm not sure if I want to give the bear a chance to do smash attack or if I want the best to do it every X amount a second so I'm just having to think about how I want this to work like mmm let's just try something that's not everything kit so we're gonna cost to the bear and I'm thinking we might use something like a gate no we could use the switch statement with an enum already got an enum set up sir I'm just thinking let me see what I've got in bear States maybe you can retarget crunch - what's that is that one of the animations on here maybe I did our own - enum okay it's just a hack-and-slash because I know it's not it's a bone our game as you can see it's a prototype how much time you got left I literally have like two days to get this done that's why I'm not overly worried about polishing it too much and the major thing with this project is it's purely for fun I'm not trying to make something like groundbreaking here that's what my serious work with a company that I'm working with us for this is just for fun and to learn different things about the engine and try stuff out so yeah all right so we got the brain and when the enemy gets close enough we call attack and here would be a good place to actually say hey let's do potentially a few different types of attacks how do I want to manage this there is what I'm trying to think about we do a random mixture and range and give it a chance all we can do at a time I'm just trying to think there is one other behavior we could do actually now that I think of it I have a distance check maybe if the Claire are I might just make it part of the barbarian to do this type of attack while it's walking around so if the distance is greater than 700 I might do something the countdown so see aces have a good one does you read for handle multiplayer itself properly or do stuff to set up chimera form I'm saving every engine you have to set up some form of servers you have to get something like Amazon servers or a unity plug-in like photon I believe it's called you I don't think any engine out the box well I'm not sure but from what I've seen you have to purchase some type of service right do you compete in game gems yeah I've competed in many game gems I used to host game gems in Sydney actually I've competed in over 16 game jams in person and I've done geez over 10 easily online okay let's get this set up at the moment I'm really trying to think how I want to go about when the bear should do this pillar chase attack so I'm just gonna play around with it and think hey Paul how's going

Segment 10 (45:00 - 50:00)

you didn't miss too much we're setting up this cool pillar attack I'm just thinking when do I want the bear to actually perform this attack psychologically and then I'll whoops and then I'll set up logic for the attack and making it kind of disappear and all that stuff it's this extension for the first so this is game a month so every month I'll be making I make a different game over different size and scale and different mechanics and they all change yes Paul so this is a basic implementation now so this is kind of one of the attacks that the AI can do where you got to dodge the pillars or else they'll damage you and send you into the air which would be quite fun but we only just started setting it up so one of my dilemmas right now is I don't know when I want the bed to perform this attack I'm thinking when the player is I kind of want it to perform this at any time whether the player is near or far away but I want it to be a bit random right I don't want it to just like between a certain amount of seconds unthinking mr. pancake make it to the play control yeah for sure as I mentioned earlier when you wrote that comment polish comes later we're just trying to set up the basic systems so you can't get impatient with this stuff you got to make sure everything's concrete before you even do anything you can make a target on the floor whether it comes from me yes that's what we're gonna put in miles that's exactly what we want to do right now I just want to make it so the bear actually performs this behavior and I think I'm gonna put it in here for now so I'm gonna make it that every so often it will just perform this attack and then we'll mess around with the exact timing of when this attack will happen so it's going to be a bit random I'm just thinking how I want to handle the randomness so we can do for example a random float in range and you could do something like it has to wait six seconds and then it has to is anywhere from six seconds to say ten seconds it would do this and then you can feed this into say a delay and then you could say play montage and then I could get the actual bear itself which is I give the owner and play it which would be quite good what behavior you're implementing oh just what I was showing off before ancient agents are dead there's also VR chat which is more of a platform that uses unity but with built-in networking oh that's cool so I'm gonna get the owner actually can I just get try again oh no nope so I'll use it from here so let me cost to actually let me make this a variable and this is gonna be their reference actually no that's not going to be better efference this will be cos - and then we're going to cost you our bus fare so the reason I'm doing it up here is because this ticks every frame and we don't want to do a cost to every frame we just want to kind of set up the variables and declare them so I'm going to promote this to a variable and I'm just gonna call this my spare reference oh you're welcome Vince we did a bit we did a lot more of the AI last stream like we actually set up the entire behavior tree so if you want to check that out we set this entire thing up and it's not overly complicated this kind of enemy but yeah Silva's whoa did you donate $2 I'm not just super knowledgeable about this but Wow thank you that's crazy any experience with souls like game um experience with the souls like game I haven't really dived into that you know what that would be quite fun for me I said I was gonna make a less complicated game next month but that would be quite fun for next month right if we make a Souls like game that'd be pretty cool I don't have a lot of experience with that but I can figure out how I would make one in terms of the combat system I think the level design of the souls games is in this interesting aspect to me because I really like level design but yeah in

Segment 11 (50:00 - 55:00)

terms of the overall creation of the souls game series I've never attempted to do something like that I would recommend studying the game playing at taking notes figuring out the combat try and break the combat don't just play the game the way you think the design is intended you to play it actually get in there run around and test the AI stretch it try and break it do things you think that might modify the behaviors of the AI see how they pop find in different situations and how they attack test the level design out its I really like the souls games they're well made games okay so let's get on with this I just realized something I'm going to maybe do an event so yes perfect okay this is what I want so we're gonna do an event and make a custom event and to be called their special attack so this is a place where I'm going to randomly call their special attacks for now and we're gonna call this let's see I made this earlier trophy there we go I'm just gonna call this between every 10 to 20 seconds just to test it out we're gonna loop it and let's see we're gonna get the bear reference oh I've got two days look Paul I got two days to get this done please let me use magic numbers hold on there we go please Paul all right are you freelance no I'm a lead Unreal Engine floor developer for a company in Sydney and we're working on a stealth fear well stealth action be our game which is very cool but I can't talk much about it okay where was what was I doing I completely forget what I was thinking I was gonna play a montage so I was gonna get an instance right so I should actually grab this reference way back here let me set all this up can I just play montage from this do I have to oh that's cool so I don't have to cost all right let's try this out there okay there we go whoops pillow chase attack okay so if everything works let me close some these pillows before unreal crashes get rid of that one I'll just close that for now okay let's see what happens so every 10 seconds it should 10 to 20 seconds that's a long time for testing purposes we'll make it four to eight okay nice that's cool it actually worked boom whoa oh that feels really cool I'm so happy it works whoa I didn't even program letting yet to get it tacked up it's nice the game dev project came out I figured out how to avoid long wires yeah you can also just make it a function as well and call it but I don't mind the wire right now but yeah it's cool that you went out and CETA that knowledge okay Colbert special attack so what we can do is set this to something a bit more realistic we'll make it something like 8 to 14 just for now and can we have the best mesh the rocks yes we can do apex destruction which I probably forgot to enable before the street oh I enabled it perfect see yeah we can have the best mash them we're probably gonna also make them just destroy themselves after a small amount of time sir yeah Matt in your line of work do you usually use blueprints I think it depends on the development studio and how you work with different technology

Segment 12 (55:00 - 60:00)

currently where I'm working I am pretty proficient in what we're doing in VR so you got to remember my main thing is VR game a month is the only time I work on these types of non like these types of unreal games so yeah in terms of what we're using I'm very I'm quite fast with blueprints and we're developing the game in a very good pace so we're quite happy with blueprints in terms of using C++ I have no problem with like diving in and lighting anything we need to learn it's just that we haven't I personally haven't run into a situation where I've needed to use C++ for anything and that's kind of why I'm not currently using it but if we do a situation run one day I'll definitely you know you C++ to overcome that problem but at the moment we're using blueprints which is really great hey fishy dan was watching a show so I'm late better late than never oh it's okay we're actually gonna be doing this for a while longer so don't worry I want to get some cool stuff in tonight okay so I got some I was just reading what someone wrote have the rock stick back into the ground when they expire so that's a cool idea should trigger it's out there here oh that's interesting it didn't trigger its attack let's figure out why this is the kind of stuff we got a test for it's doing that it should do it Special Attack oh I keep an interrupting a special attack there we go okay oh I forgot that I am i forgot i increased the timer I was wondering why um it felt like it was taking so long you know I might just minimize this for now two five and eight about six five and a half an hour your company wouldn't be looking for VFX artists I'm not currently in they're not currently in there but I'm sure there's a lot of companies out there looking for a VFX artist we might actually just do that for now where we'll make the rocks sing back in to their original location so this is the rock blueprint and all I'm doing is I've got a timeline which goes from 0 seconds to 2 and value of 1 and then it just sets its location to the end location which is up here and it moves up according to set wild locations so you have a look boom moves out so we can easily make it move back down so let me just do this real quick the way I'm going to do this is I'm going to store the original location so I'm just gonna get the world location and I'm gonna promote this to a variable which is going to be called the let's give this a name an actual name let's call this the tiller on the show we'll call it earth pillar and we'll call this a pillar origin and what we'll do is we'll go from earth pillar origin to end location so simulate and then from there we're going to reverse it so we're gonna make it go back down you're using C++ blueprint yeah of course but the actual question wasn't really about that hacker soft like everything I'm using here is like from C++ but the question was do I directly use it myself for my work and for what I get paid to do professionally and the answer is no maybe use the bedrock attack PS itself yeah that could be cool right we can actually make it so the rocks will go back down but after a set amount of time and if they don't go back down within a set amount of time

Segment 13 (60:00 - 65:00)

maybe the bear could like walk up to them and smash them or whatever it these are all these really exciting features but it's like do we have the time that's the only concern so let's keep going the games of projects wow I never realized there was a simulate button yeah it's really cool isn't it allows you to test things quite rapidly I'm just gonna modify this to one second okay cool that's good enough for now so what we'll do is we'll do something quite simple where we'll have a delay actually no let me just think really quickly so we event begin play store a location then we'll call this and then we want to call another event after set amount of time so okay actually yeah we can just do this we'll call the do once node then we'll call a delay and then we'll loop back into reverse which will make it go back down again and I'm just gonna make the delay two seconds for now just to test and then we'll make this less spaghetti in a moment so I'll just um do this for now there we go easy so let's just see how that looks in game whoops fella all right let's just it again okay so we're gonna obviously make that delay higher but um it works and I want to make this a bit snappy Oh sir a bit more I didn't even know that's a word but I just said I could snap more which we'll do in a moment for now let's make this duration maybe five seconds for now oh we can make a bit of variation which would be quite cool so we could make it so it goes so they go down at different speeds or different times I should say so let's make a let's make this vary a bit custom event let's see reverse pillow to fix up this kind of spaghetti we have going on here we're just gonna do this so I made a custom event and we're gonna plug it in over here get rid of this and I'm gonna call this custom event when it's finished reverse death pillow there we go that's much nicer and let me just straighten straighten and I'm gonna make this random flute from stream is that what all these other ancient Jews like in amount unity somebody's hushed my speech oh dear oops random hey Matt is a function time or a good replacement for fixedupdate I guess it would depend on your situation I can't really give an absolute statement on that because there might be a time where it you should and he shouldn't that's the thing with pretty much everything in programming and development there's a time where you can use something and this time you shouldn't use something and that's up to you to decide upon right so I'm gonna make it reverse maybe between 3. 5 I'll just maybe like 3 seconds and 6 so it's a bit random and let me just see what we got I'm gonna make that more let's go 0. 3 I wish I could bind these values together I'd be sir that's a nice boom okay let's test that out well that's cool oh that's cool I like that whoa that's any playing that's cool nice that's really cool okay

Segment 14 (65:00 - 70:00)

so I like that let's let me see that again now what we're going to do is have some type of visual indicator that hey these spikes coming out the grounds and give the player some time to kind of Dodge and run out the way and we're gonna make it so some of them might appear in front of the player right so the player will have to kind of move left and right not just continuously run backwards so let's get that going are you going to publish this game yeah I publish all my gamer months on each hire so when I say gamer month usually they get created - what's the end of the month cuz it's just how it's been I'm gonna try to fix that next month I said that last month but we'll see so I started working on this sometime last week and I have till Thursday or Friday morning to publish it so yeah we've got a lot of work to do which is why I can't like spend too much time polishing each individual feature but we'll see how we go now that we have that behavior in we can we actually have the basis of like a basic fight now which is cool they've got health I got help the their smash attack doesn't damage me there at the moment which is something we got to kind of implement so let's implement damage when the play hits us I mean KH Matt why don't you use C++ because I really like the visual scripting language of blueprints to me it makes a lot of sense I come from a programming background and I just love how the node based editor works and there is nothing I have tried to make that I haven't been out being able to make the blueprints so I'm gonna keep using it and I hope they keep improving it right so that's kind of why I don't use it um I prefer using blueprints it's just a personal preference please Paul I forgot about that I'm gonna forget why this is here sometime okay so let's get the damaging Wendy's pillars to the player what would happen if you have multiple bells oh you mean like this you probably get destroyed hello that's what happens when you have multiple bears you have two threats to deal with oh dear yeah you get destroyed that's what happens is this your main job Samsung do you mean is developing games my main job or what I'm doing now on because these live streams are not mine main job they're just something I do for fun can you add a knockdown attack when hit by the bear smash attack not right now just because of time but that's a pretty cool idea do you have a military background no I do not I completely forget what I was about to implement that's right theez so we need these to actually damage the player and that's quite easy for us to do I made a custom event on the player so let's have a look at that hi Matt how do you think these game of months will / have changed your VR game so Edie in terms of changed they don't really change my VR game fundamentally in terms of design or anything I just learned lots of new things about the engine so if anything these gamer months they really brought in my skill range and I basically have I acquire a bunch of new skills from doing this I mean I already

Segment 15 (70:00 - 75:00)

acquire a bunch of skills from doing my VR game but by making this like I learned so many new things I didn't know before so yeah it just really benefits me overall if you want to think about it like this it's kind of like an artist who will do drawings throughout the month and then improves their drawing skill making these games a month just improves my skill with them Unreal Engine which is very cool and other processes within game development so like some game design stuff from whatever so it's yeah it's nice so where was I want to go to the player so on the player I have a event set up called damage playoff and we can call this from the auth attack it's a damage player whoops contra skull damage player I need to actually get a player reference so we can get the player character we can cost too and just cost to your thought possum and then we can call something like play a damage now let me just think we want this to happen when we hit the player so let's see what we have what I want to check out is a collision so okay it's just using convex collision which is perfectly fine for now let's go back and make this damage and all that do all that stuff's that player which should be quite fun um game on Steam my VR stealth game will be on Steam and another project but not be easy just game a month have you ever thought about trying to get funding from your following - no I'm not I have thought about that and I've tried to implement it but I figured out that I'm not very interested in crowdfunding I like to build businesses which is what I'm doing right now when I'm like that's the stuff that you guys don't all see like you kind of see me on YouTube making some games here and there but actually trying to build businesses and that's what my like kind of passion mixing my love of game development and trying to make a business is what's most exciting to me so yeah I will probably never try to really use my following to fund anything I will just try and make really great games and build this business that I'm working on and see how it goes out how it all works out so yeah that's my answer to that question okay where are we don't actually need to do that we can go to the earth pillar and hmm we're going to do a on component hit events and other act oh there we go and let's print and make sure this is working so we're gonna call this damaged player and because these pillars kind of spawn once and never they never work again I'm just gonna call do once just so we don't accidentally overlap with the player more than once because we don't want anything like that are you're not gonna use the built-in no over at my own it just has some cool stuff for launching the character and I can add my own things in here that's why I'm not using the built-in one ball okay get location check that in there and the spikes I'm thinking about the damage let's see I'm just gonna do a 10 for now just to test it out okay that should be good let's see how it works haha it did damage the player but um you kind of just sit on top of them that was interesting I'm gonna make the bear really slow again if you're wondering why the Besler and I'm just gonna test out how this works so let me just see it in action huh oh it did damage the pair okay but it didn't really launch them that much so there's something else I want to have add into here which is this variable

Segment 16 (75:00 - 80:00)

here so let me just change a few things call this some launch amount make it a flirt I set it to two for the bath so let me just go fix that up real quick okay I'm just gonna make this is for the yeah this is where I want it so - let me just double check for that still working yep cool and then for the pillow this is something we've got to play around with but um let's just try a value of I don't know six for now George I have to go good luck finishing project thank you thanks for checking it out okay let's see what happens when the bed does its attack okay I think I have to enable me to snow check and let's see again if you under why the Bears walking slow I just made it what really slow so I can test out its attack okay that worked when I'm moving which is what we don't want so what I'll do is it seems that the on the pennant hit event is not working let me get rid of this and see something actually I might um do like a sphere trace or something or I have one more idea I do that oh I think I know what's wrong photos yeah where'd you get the soda mix I think it's called soda chill or as elder and chill so if you go on YouTube you just type in soda and chill and it'll come up hey I'm welcoming I'm glad you're here too we're just testing some mechanics if you're wondering why the Bears a super slow okay I'm just going to use am spirits so let's do that hmmm that's annoying there I wonder um why when it's moving like I get why but with sweep it should still detect the player when it hits it let me just double I'll do that for now it's a black hole dynamic it's a world dynamic object and it's blocking the pawn so it should hit the pawn and call the event which is very I don't understand why it wouldn't call the event it seems when I'm moving I'll show you what I mean so when I move around and I hit one of the spikes that it will launch in a second whoops haha when I move around and I hit bottom this spikes it works but if I stand directly on top you won't actually launch the character there we go which is weird it's very weird I also notice one other problem just then back the spikes aren't moving the way that were before this is sweep there we go what if you rotated the spikes and the player flying in directions so they may fall platform yeah we can get into all that I'm just trying to get the actual logic to work because it's making the player go up but it's not actually damaging them for some reason which is very strange

Segment 17 (80:00 - 85:00)

and I can understand why because I'm just moving the transform so technically the collision isn't fully occurring which is why I tried to use a sweep hmm okay it's not really too much of a problem I can use another method you have to activate generate hit events yeah I just deactivated it poll because it wasn't making a difference but I'll enable it again and see what happens I was going to use a sphere trace while it comes up to fix it see it happened it only works when you're moving so I'm just gonna use a sphere trace a channel when the object is coming out of the ground which should work perfectly fine and then I can break this so I'm going to just put that over there for now we're gonna cost actually I probably didn't need to cost you more if you had sweep disable moving the pillow that's why I did have a sweep enabled and it didn't work and I actually don't one sweep enabled because I don't like the effect it gives off so I'm just gonna try it a different way because I don't like the visual effect that was happening when I had the sweep so I'm just gonna just test this out really quickly and then make it work properly after so this could be hit act uh and yeah that should work now I'm just gonna cool it while the pill is moving which is here the most optimized way but it will work for now and I just want to see I want to see these fears come up oh okay I know what's wrong but this is their um they need to be at the top of the pillar of the Zed so I need to increase that actually let me just see this trace oh I come boxed Reyes is nice see crunchy cookie I could do it box chains I don't want to do this what I love chance do I have whoops traced by a channel I have let's try capsule canal put that over there star ends oh okay they're here get active vacation oops get wild location cuz I'm actor I wonder how this I haven't really used this one much before I'm just gonna set these but to a hundred just to see the debug and see how it looks and then we can modify it from there come on okay I can't actually see the may pauses oh they're under the ground that's why I checked it's because they're in the root of the object I need to be at the top of the object so I'm just going to do something really simple for now which is visual because it makes my life easier I'm just gonna make this the location cool there they are okay well we'll make this

Segment 18 (85:00 - 90:00)

better after I just wanted to get the get actually working so now we need to look we need to hit the player and damage the player so let's see I'm actually going to minimize the time the bear takes to do the attack as well it's taking quite a while and that's in the bad bearing and it's over here so I'm just going to set this to two and three for now just to test weird it's not actually um oh is this room gonna be posted later today yes it oh the trace channel's visibility that's probably why I've said that's vignola so I'm just going to say this a camera and that should fix everything yep cool and now we can play around with this perfect now we can actually make this work better to make custom event and I'm just going to call this the I'm not sure what school this actually this is kind of just a damaged coalition check I don't know what to call this we'll just call it that for now it's perfectly fine and I'm just going to call this here for the time being and we're just gonna call it let's think we're only gonna do this once for now and let's test it out oh we also want to change the watch map let's make this ten is let's create series over um that series ended quite a while ago I've got something interesting cool we need to make that way more I've got something interesting coming up kind of around let's create but I don't really want to talk about too much right now okay so I want to give the option to add more watch it'll seem said actually let's just see what happens when Chris increase this value quite a bit let's make it um sixty well that's nowhere near enough we need this to be way higher yeah let's do um 400 I was going to keep playing around this value until it does um 12000 okay I know what's up so the reason why this value isn't really doing anything is because the location of the enemy is kind of below the location where we're getting enough back from is below the player so if you have a look when these pillars spawn they spoil and underneath the player and that means when I do this bit of math here if you check out here when I get the location of the player - the enemy location is directly under the playa so it's not really going to launch me very far because I'm overriding their Zed for something else which we could play around with so I'm going to do this Zed launch override and I'm just going to call that directly here don't cool in

Segment 19 (90:00 - 95:00)

there yes I'm gonna set this to 400 for the bear because that was the amount that I had and for the pillar I'm just gonna make this something like maybe 1200 and we'll see what happens okay so I got sent further up whoa that's I'm playing okay so that's sent further up nice well I keep getting launched up all right let's just change one thing so gonna change the speed of this just for now 20. 6 just so we can outrun it in this current test I don't have a way to visualize and delay it before it comes up right now just because we don't have the time but um still too quick oh I know what's wrong it's not the speed of them it's the size of the here the actual capsule itself it's not true to the collision of the object actually you can see it right here see how big the capsule Collider is here so I need to make it much smaller so let's go into here and mess around with values let's try out 40 by 40 nice waiting for this - that looks a bit better I still want to make it a bit smaller Haner key is this a full project you're working on this is once again in I I'm pretty sure it says it in the video title this is just for the game a month so that's what I'm doing this for okay let's try that out what do you think about mesh Collider in unity and ue4 pull hold on never lunch values heaps okay let's not run it perfect okay I can have run it now okay now - that's all working we can fine-tune everything which is great so I'm gonna make it so it's not actually calling it I'm so frequently and how we're gonna go about that is we're gonna use that function we used earlier which is cold I think it's called a vent by timer so we're just gonna go here event by timer and we're just gonna call this every few seconds like every zero point whatever let's call it every zero point two and then when we reversed the earth pillow we will stop this event here from happening and then we'll actually get rid of the pillar itself so we need to make this a handle hey Alex how's it going we probably could fall but I've already worked on the solution and I want to move on to the next thing so I'm just gonna handle I'm gonna keep it like this for now think of the game a month like a game jam sometimes you just come up with a solution you implement it and you move on to the next thing right and the next thing I want to do is the bed depth kind of event which would be really cool so what I'm going to do now is call this the collision handle and we're just gonna invalidate this and what this means is it will stop checking for the collision when it goes back down and then once we've got that working properly we can mess around with these values over here okay let's see

Segment 20 (95:00 - 100:00)

yes so it's much like they're away fewer collisions happening now and I still get launched so now that we've got that working let's change the set override because that was crazy let's just make it 400 okay and now that we know that that's working we can go back to our Barre and fix up all that bear stuff so let's set the movement speed to say 450 for now and let's go back to the bear brain and make this something like 6 and 10 just for testing 6/10 perfect that's cool Oh No and I'm dead nice that's very cool okay so the actual battle arena will have walls so you won't go flying off but um this value here I'll tweak myself upstream and I'll make it kind of perfect but for now I'm really happy with how that kind of turned out so we got that second attack ability in let's see what time is it okay we've been on the stream for about an hour and thirty minutes I still want to do some other cool stuff so we can add more attacks but I want to get out of this kind of heavy blueprints stuff and do something a bit more visually exciting do you guys want to join me in making a bit of the map for the game because I know some of you are interested in kind of how the levels are put together in unreal and in 3d so let me know what you want to see let me get a Maps I might actually duplicate this map and then we can building it up this sir game level and I'll duplicate it and set it up map underscore okay we already have a game level map let me just change this to mechanics test awesome let's do some level building in terms of the other mechanics I'm going to implement them upstream there's not that many more I want to add I of course want to add in the enemy death I also player death and main menu and stuff but let's do something a bit different all right so let's see what we can do in 20-something minutes okay we're gonna get rid of this platform now originally I designed this kind of game to be a multiplayer game believe it or not and that's why I made this arena you see here we're gonna fight in this arena but it doesn't really suit for this style of game that we have now so we're going to rip a lot of this out and change it in terms of the assets that I'm currently working with I only have access to this soul cave so I'm not sure if it has everything that I kind of need to make a level we'll kind of see how that goes so I don't shoot I'm not even sure what type of ground it has it's got this we have a floor which is really small some reason and it Oh shade is compiling give it a second so we don't really have much to work with in terms of that whoa we're very limited this should be interesting let me see what merge stuff they have

Segment 21 (100:00 - 105:00)

so they got these wall that massive rocks okay we're actually quite limited by this pack I didn't realize I should have got the infinity blade levels oh you know what why am I saying I should have we can just do this you're gonna now see all my billion assets so what we're gonna do is we're gonna grab the Infinity Blade grasslands and we're gonna add it to the project which is called PvP multiplayer I've already downloaded these before so it should just add it to the project no keep okey I love to say that by the way I'm making a new level completely or just in your area yes I'm gonna make an entire new level for this Jeff lighting a bit level building for sure I would love to see how you make stuff look thanks yeah unreal is really great if I'm making things look good it has so many great features that will dive into so now we have this package and let me see what we have so we got miss got earth oh that's nice so we've got some cool foliage stuff now keep in mind a lot of this will have to compile land in question avoided Landon what was your question I don't see it all what are your pc specs I have a 1060 DTX with a six gigabytes I have a horizon CPU I forget the model I currently have 16 gigabytes of RAM but for work purposes we're probably going to expand it to 32 gigs of ram I have my power supply which is currently 750 watts but I probably don't need to be that high and I have some water cooling thingy my friend helped me with the setup and I put it all together yeah there the general specs I have I upgrade I made my computer about it feels like over a year ago um it's no brand I built it myself so I put it all together myself I just bought a bunch of parts and built it okay so let's get into making this map in terms of actually getting the shaders to compile let me go to the overview and see what we have to work with I'm really hoping it won't crash so let's see it's probably gonna take a few minutes do you guys want to ask me some questions well okay feel free while it hey nitrogen I'm great we're gonna do a bit of level design and development now probably just block it out and next stream we'll make it look even better because I've already been on for about an hour forty minutes so yeah how are you going nitrogen those assets can pile decently quick oh I see that's why you're asking maybe there can be leaves falling from the tree yeah that'd be pretty cool what do you think about side scroller games I think that great I grew up in the age of 3d platformers but my brother hadn't had an Amiga and a Sega Master System and all that stuff so yeah I played a lot of side-scrolling games growing up like the old Sonic games and I played so many games you probably haven't heard of like Zul and ghosts and goblins gosh I can't even remember some of the names but I've been playing I played a little platformer games going up like side-scrollers I think they're good I really like Ori and the blind forest I think that's amazing what they did there and you know Cup heads quite fun um hey Jose thanks for checking out the livestream I do not have a favorite game Alex there's just too many games have you ever made for mobile VR yeah I made am I taught a class on mobile VR for with unity and it was pretty fun in terms of oculus quest I can't announce too much but the company I'm working with are planning an oculus quest game in the future so yeah I think

Segment 22 (105:00 - 110:00)

oculus quest is gonna be amazing I think it's going to be well this is what I believe anyway I believe the oculus quest is going to be a mainstream they are kind of console for people and I think it's gonna bring a lot of new people into VR which is what I'm really excited about ok the assets loaded we actually have some ground to work with which is nice hey Dan thank you how are you going hey come where's graceless I'm going great thank you what do you charge per hour um that's quite personal but in general you should figure out what value you bring and you know how much you'd like to be paid per hour and all that stuff I don't really want to go into how much I make online because that's just a bit it's very personal I using blueprints yes I'm only using blueprints for my projects but if I need to use C++ I can use the applause blows oh gosh I get asked this again I got asked that before why I don't use C++ it's just a personal preference I really enjoy using blueprints okay so what you're seeing here are the assets that we have to work with and I've used these before a long time ago actually I used it for a VR prototype so if you go on my channel you can actually find the very first V our prototype I ever made and I use these SS so I have a memory of these are very cool I am I like these quite a lot so let's um get creative and make some type of basic layout and build upon it we're gonna go back to our maps and game level okay we're gonna get rid of everything that exists and then the floating rocks and also some of the plants we're gonna fix up the folder structure really quickly so as cool as enemies or AI so when you're making your levels it's really important to have a good hierarchy structure or else you can get a bit confused within where your environment assets are you don't want everything open like mess mixed together is what I'm saying we're just gonna make one fit atmosphere so let me check this into here and light my some light mass volume lighting post-processing I was gonna check into the lighting for now and now we have a clean set up we're also gonna get rid of this sliding where's that one get rid of that and I move these much closer okay I also want to stop this at the center of the map so let's go back to the center let me read some of these questions being released over 10 V our games and Steam or release um I'm feel very optimistic about the state of VR I think it's growing I really love what Sony are doing for PlayStation we are I think they're doing such a great job in supporting it I'm gonna get rid of the atmospheric fog whoops sorry exponential folk and now I also don't have a sky sphere which is very weird so let me get that back into the level sky sphere doesn't default value let me get rid of the that is weird there we go okay we get in there I think we're all good my mass opponents volume I'm going to delete that I'm going to get rid of post-processing because we don't want it and for the AI I'm just going to bring this back to zero okay so essentially we have a clean

Segment 23 (110:00 - 115:00)

slate to work from which is great oh gosh a lot of questions let me answer some of these do you think unity is still a viable engine for development of large-scale games of course it is there are many games coming from unity that are large in scale now I'm not at triple-a level I think there's a reason why triple-a developers turn towards unreal but unity has been used for very high tier indie games like extremely well-crafted and skilled indie games so I think you should use whichever engine you're most comfortable with and make it work C++ is hot as hell yes it is oh of course you can mention any title here I think it's great if you will promote your work and help each other out I think it's great so feel free to you know put a steam link and everyone can check it out it's great oh good night game deaf projects a good sleep I agree with psvr but had a lot of issues public see motion sickness rules are very interesting to me because they released a PowerPoint which is a first-person locomotion game they've also recently released a game which is similar to rainbows exchange and they have Astro boat which moves the camera forward so I'm not sure when you applied London but they might be a bit more relaxed about it now that more games have been proven but I could be wrong you could have applied like last week and maybe they are still strict no key ah thank you that's really nice of you to say I am NOT playing I can't say it's a car right now because I just haven't had the time to pick it up do you experience motion sickness no I mean everyone does to some extent I believe like if you put me on something that really span heaps in VR I probably would but generally I'm pretty good with motion sickness all right let's get into some levels let me just have some water okay the cabin vr escape room oh cool um that's awesome okay so what I want to do is lay out the general big objects no key question ignored what was requested no key did I miss it oh do you think at some point you could making serious cetera blueprints I have something in the works but it's not related to youtube so I don't want to talk about it because I want to just make the thing and then talk about it rather than talk about it and then people like where's this thing you talked about sir no key if you just wait a little bit of time there might be something similar ish nitrogen no it isn't a udemy thing but good Trey I did say no tutorials but this is a bit different but yeah it's a very it's something I'm heavily invested in but I can't talk about it much because as I said I want to get it done and share it and not hype it up but I'll talk about it too much I just want to make the thing make it the best I can and then see what people think if that makes sense okay let's continue so we need to figure out which ground titles type titles tiles we want to use so we have some floor nope that's not it put some wood planks mmm these don't look like the full tiles I saw before maybe I'm not

Segment 24 (115:00 - 120:00)

looking at them properly this club ground floor ok these must be it they're quite small aren't there hmm okay there's way more flaws where these located yeah that's better okay there's a lot more flaw let me just find where these are located planes flaws okay great while we're at it with udemy and all what do you think of it I've never purchased a course online just because I've never really had a reason to I prefer to learn things by my earn and use resources when I want to use them but for some people a curriculum is a much better fit right like a structured curriculum where you learn with somebody so yeah I can't really speak too much on courses just because I'm not the type of person to take a course if that makes sense that's probably really boring answer you're probably expecting some something like oh I think this is about courses it's some really great answer but that's my own honest answer okay so that's some of the floor what else we got that we got some cool stairs which would be fun to use what else do we have bridge crumbled stuff I'm looking for big objects that we can use oh that's nice at that patch in the middle okay let's make a very basic space to plane and then work on it from there so my goal right now is they've really um these assets meant to be snapped with ten I don't really like how these kind of stuff together we tried ten that is odd in there unless these aren't designed to snap together they can but that's really frustrating to use them like that let me see what other force we have really quickly oh this is great okay yep I think these are the ones we should be using let's put these down um the playlist is Zelda and chill I think it's called so yeah do you think unique art is enough to summer games I think it's a selling point but once you have the player there with your unique art what keeps them engaged for the game right like what type of gameplay or experience you delivering serve the ump might draw people in like it draws people in would say Johnny but once they're drawn into the whoops once they're drawn in what why should they play what experience you delivering that's unique so I think art is part of it but I think the experiences as well and you've got to you have to figure out how your experience is compelling for players when it comes to a commercial product I hope that makes sense do these not have collision on them let's just test it out okay that's why cool so what I want to figure out is how big should I play space being so when I get a feel for it just by playing it by running around seeing if I have enough room to kind of move if there's enough room for the enemy to be able to even launch this

Segment 25 (120:00 - 125:00)

special attack which there isn't so let's make it a bit figure I'm not um trying to be perfect with everything right now I'm just laying a flat space and then I'm gonna lay in wolves and I'm gonna keep on layering detail until I'm happy with how it all works huh that's interesting the spikes didn't come up some reason I wonder why oh I know why haha give me one moment so earlier we programmed this spike attack and I just got to change it so let me go into the behavior tree I put a PT Buca thank you I'm glad cringy thank you for that comment that's really nice of you to say now montage oh okay yeah so I gotta go into the bear and I gotta go to the animation class and I'm just gonna change one thing I've got to make these spawn transform I believe 0-100 in 10 yeah okay let's see do you normally build scenes in ue4 um I like to build scenes in engine oh there we go the pill is perfect so I build my all my scenes in engine but you know for my own games well I got knocked off okay but then I use blender to make unique assets in combination with substance painter and designer how do you make your scenes with so much lion just go to skylight and see this so you got your skylight right and you set it to stationary and it lights up the scene a lot more and then of course I've got the Sun as well so let's say that I've got the Sun at zero well it's not doing anything so the skylight adds this kind of nice lighting here and then the Sun adds even more light on top so it's kind of how you get that look if you're wondering will this go online yes the video will go online have you ever tried creating really low poly games I've cared to blur bullae before it's quite fun I did it for a game jam it's called guardian of time if you go on each eye or my youtube channel well you can see guiding the time on there Renly's okay cool so I like this kind of play space I'm gonna make it how do you full screen the game window I'll just f11 I'm going to add a bit more in terms of the whip so let me just see how that feels thanks for liking that cringey cookie so it's gonna run around yeah that's a good um whoops I like the space hahaha I gotta fix that later cool so um now that we have a decent kind of space to work around we need to put some walls up so now this is the flaws so we need to go into planes and let's see what we have let's go type in wall ami bits good morning suit up that wall and we've got these okay if in my um let's create I actually did use these at one point these walls cuz I recognize them in terms of um making the environment look more unique it's gonna look really boring to start off with the unique element will come later once I like how

Segment 26 (125:00 - 130:00)

it works the gameplay because I want to add some sections of the map where you go up the stairs but for now I just need to make the map actually work bus name please make a pole for it oh yeah feel free to drop bus names in the live chat so I can look at them after I am finish the live chat I started the live stream okay so we're just gonna get some generic wolves going around and this is gonna define the bounds of the play space cool get some more going so usually you do this with simple block yeah blocks like you'd block it out but um because we have these assets in a few days we're just going to use these um completed assets okay so now we've got walls and see how this feels I've got to fix that hold on he's driving me crazy it's on the pillows their gear I'm just gonna change the launch amount to all I didn't save okay 250 yeah this is a good amount of space to fight the boss cool so in terms of making the space a bit more interesting it's nice to have if you look at the space now we want to think of it in really simple ways so we've got this layout what's a very simple way to make this more interesting well we can add some height to the level because currently it's flat so what happens when we add some height we don't want to get into the small shapes we just larger shapes like the walls and the floor and these stairs we don't want to worry about like very small probes like extra bricks on the ground we want to focus on these shapes we have here so we're gonna grab something like this I like this one yes like this for now let's put that down I'm gonna change this to 5 this isn't where I'm gonna make the final location of this I'm just testing out how I feel about this type of object being in the level basically um it's all experimenting playing around and having fun and making sure the bad can like get up here so what can we do with this I'm gonna put these over here I want to make something really interesting in the center and I think I know what asset I want to use it's a VR game you're serious there's two games I'm quite serious about one of them is for a company I'm working with and the other is a VR game that I've been posting on the channel which has changed a little bit since you've seen it um did you get I'm not famous like but um there's nothing really behind a cringy cookie I simply decided to post videos one day and people like them for some reason I don't have exact science behind it or analytics that I really dug into I've tried to just never really get too

Segment 27 (130:00 - 135:00)

involved in caring about how to amass a mass amount of subscribers because I just did I posted stuff because I enjoyed posting it and sharing it with people and resonated with um people I have no idea why people decided to watch let's see what do we have that's fun so I like these pillars they're quite nice we've got these custom door pieces we've also got this fountain now I'm not sure if it comes with water but I think I have some water we can use so you know we could have some big fountain feature I like these I like the idea of being able to go up the surface so the play is gonna stop over here I might use these just roughly there so that's interesting how do I want to go about using this I wish there was am a cylinder ground that I could use because that would be really fun I've also got to keep in mind that the bear has to get through so like I can get through this but the bad con sir it's it doesn't really work how is your scaling / positioning errors are in the edge of an asset and center oh um it's the pivot point and the pivot point is determined in the 3d modeling software so if you go into say blender or a Maya or 3ds max the pivot point is determine there have I missed something or is ender navmesh there isn't that mesh if you have a look here it's just in the AI folder when you have nessip floating in the air you can press the end to snap it directly down oh that's cool I started watching because you had videos about quick acid production yeah I probably be talking about the pipelines in my in one of my upcoming VR devlog smoothens because I have a I have these new pipelines I've been using which have been really fantastic well we got some short walls so it's quite fun do we have a tower we do okay we serve these oh that's nice what is this is kind of a ruined building but I think it's going to be used at a distance somewhat to be is that loose and that's kind of like a pillow sorry for stealing all the questions oh no it's really good it's really great to have questions once again the live stream is you know it's a mix of me actually working and just answering questions so unfortunately I just realized I've been leave live streaming for two hours and 13 minutes so I think I gotta head off I didn't realize the time the main reason I have to head off is because I use my mobile data for these live streams and if I if I'm not smart about it I won't have enough data left so what I'm gonna do for the next live stream is we'll be finishing off the game and in between Thursday and now I'm gonna be adding in some features but in general I'm really happy with what we achieved today with this new ability and um yeah thank you all so much for checking it out and talking to me and giving your feedback and you know your questions are really fun to answer and hopefully we'll be adding in all the Polish - the next livestream Thursday so post day that's I believe 9 it's the time I want to do it and these live streams are in Australian time which is like it's at AE let me just google that really

Segment 28 (135:00 - 135:00)

quickly it's really anytime yep and yes I'm gonna post these live streams later alright thank you so much everyone I will see you in the next life stream or the next video

Другие видео автора — Matthew Palaje

Ctrl+V

Экстракт Знаний в Telegram

Экстракты и дистилляты из лучших YouTube-каналов — сразу после публикации.

Подписаться

Дайджест Экстрактов

Лучшие методички за неделю — каждый понедельник