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- Просмотров 79 997
Rebound Studios
Добавлен 14 дек 2014
I redesigned the ENTIRE camera system | Devlog 09
In this devlog for my HD2D Action/Adventure game, I explore why the camera wasn't great when I launched the demo and what it took to refuse compromises and do it "the right way."
Wishlist it and play the demo here: store.steampowered.com/app/2470910/Evie_The_Echo_Condition/
Get in touch here: www.rebound-studios.net/
Wishlist it and play the demo here: store.steampowered.com/app/2470910/Evie_The_Echo_Condition/
Get in touch here: www.rebound-studios.net/
Просмотров: 3 788
Видео
Building a demo can be a good thing, actually | Devlog 07
Просмотров 3,5 тыс.4 месяца назад
Crafting a Demo for your game may seem like it detracts from the ultimate goal of releasing the final product, however there are a lot of reasons to actually look forward not just to releasing but BUILDING the Demo! Wishlist it here: store.steampowered.com/app/2470910/Evie_The_Echo_Condition/ Check out my facebook here: reboundstudios/ Get in touch here: www.rebound-studios.net/
2 Decades of Pro Game Development - Stories & What I Did Wrong (& Right) | Devlog 06
Просмотров 3,7 тыс.5 месяцев назад
Diving deep into the early days of my career as a professional game developer, I share a lot of stories from my past and how those experiences helped shape my approach to indie development. Hopefully this information is helpful, or at least interesting to you as well. Wishlist it here: store.steampowered.com/app/2470910/Evie/ Check out my facebook here: reboundstudios/ Get in touch...
Setting yourself up for success as a small or solo team | Devlog 05
Просмотров 18 тыс.7 месяцев назад
Game development doesn't have to be as hard as some people make it out to be! I talk about some common challenges game developers have to overcome and how to set yourself up for success with some high-level guidance around game vision, pillars, and scope management. Playstation Blogpost: blog.playstation.com/2018/12/05/how-santa-monica-studios-nailed-exploration-in-god-of-war/ Wishlist it here:...
Emotional Connection Through Gameplay Mechanics | Devlog 04
Просмотров 2,6 тыс.8 месяцев назад
I share a bit about a Dungeon where you have to rely on your companion in order to progress and how your journey together helps build an emotional bond that's entirely done through gameplay. Wishlist it here: store.steampowered.com/app/2470910/Evie/ Check out my facebook here: reboundstudios Get in touch here: www.rebound-studios.com
Developing Simple Enemy Behaviors | Devlog 03
Просмотров 6 тыс.9 месяцев назад
I go into great detail analyzing enemy behavior from two very different games from completely different eras and how that translates nicely into not just the game I'm developing, but any action based game. I show a little bit behind the scenes for the AI was developed within Unity as well. Wishlist it here: store.steampowered.com/app/2470910/Evie/ Check out my facebook here: reboun...
Telling a Story On a Budget | Devlog 02
Просмотров 4,9 тыс.10 месяцев назад
Translating my life experiences into an Action RPG with no dialogue has taken a while, but the emotional investment of this effort keeps me motivated. I also explain why I decided to settle on Unity after diving into Unreal for a few months. Wishlist it here: store.steampowered.com/app/2470910/Evie/ Check out my facebook here: reboundstudios Get in touch here: www.rebound-studios.com
This is Evie | Devlog 01
Просмотров 37 тыс.11 месяцев назад
This is Evie. I've been developing this game for quite a few years now and I'd like to share a little bit of the journey that's gotten me to this point. What started off with a more traditional pixel art style from a top down perspective, eventually shifted into an HD2D action adventure game. Wishlist it here: store.steampowered.com/app/2470910/Evie/ Check out my facebook here: reb...
It's been so fun to watch this game grow, and congrats on finally getting that demo out there and entering the festival. That's no small achievement! I'm loving the rise in popularity of 2.5D games and this is definitely one of the better looking ones I've seen. You're right though, handling camera systems is tough in this style of game... I feel your pain. 😅 I sent you an email back in April of last year inquiring about your plans for music, since this genre is my favorite to compose for, but I'm assuming you've already worked something out. Can't wait to try this out later either way! :)
Looking forward to what's next!
Gay!
it looks really nice!
great work on the new camera! i feel like camera systems are kinda like sound effects; if they're bad they really stands out, but if they're good you don't really notice them
I totally agree. That and UXUI. If the HUD is really great, then you may not even notice it at all...
Looks like Hyper Light Drifter 1.5. Wishlished.
Commented on your first video when you first posted it and this here popped up, been quite a while! Gotta say... Amazing bump in the quality & variety of environments & enemies. I have 2 humble suggestions if you get the time, purely cause I really believe they'd only add to the experience: 1) Add the option to toggle post fx like Bloom & DoF off or at least tone it down. I understand why they feel ok to be included, but you've got to make the decision on if you want your art to feel homogenous or not. Currently these PP FX are clashing harshly with what I'd initially expect to be minimalist art. Would be more ideal to boost your visuals by focusing on sounds as DoF & Bloom give it a realistic side that could do more damage than good. 2) If your character & fx sprites are rendered on a separate layer from your 3D environments, it would be a fun idea to add a pixelation effect over your 3D and see if they look better in tandem with your sprites. Solution would be to either render them in-engine at say, 270p (if in 16:9) and upscale in nearest neighbor OR fake this with a filter that behaves like Reshade's Virtual Resolution (essentially the same thing just applied as post fx). You've put so much work on this, I'll be following to see how it turns out! Huge props!
Yeah, I'm glad people are finally commenting on the PP, as I really just got it in one day and never looked back. Hearing feedback like this is super helpful. For your second point on lo-res environments, I honestly love that! I tried to mess around with that concept a while back but kept running into roadblocks. I'll take a look at the Reshade solution though. Thanks!
@@reboundstudios8 Oh that's so good to hear! I have in fact tested that Reshade effect and made a guide on how to use it exactly for this sort of thing. Did this for Hyper Light Breaker which released in Early Access just about a week ago: steamcommunity.com/sharedfiles/filedetails/?id=3411510911 It would theoretically be more optimal to apply a similar technique natively like I said, let me know if you want my Discord to discuss anything else in case you need any help! Good luck!
Reminds me of Digimon World’s fixed camera angle that changed per map
I never played Digimon World, but one of my favorite things to do is play random games I've never engaged with before. I'll probably check it out and see what I can parse from their camera.
@ I suggest the OG ps1 version!
"After doing a lot of research I found Cinemachine" Isnt cinemachine prepacked with Unity and advertised everywhere as the go-to solution? :D
Haha! I still had to download the package and then import some custom functions into Playmaker to be able to access everything that it has to offer, but yeah it's very similar to Bolt in that they really push for the end user to take advantage of it. I figured it was worth mentioning though because some of the "free" tools that some major software solutions offer aren't always fully integrated off of a fresh install, as was my own experience here! Most of my game was simply built on what I taught myself or tutorials from a few years back.
This is the first video I’ve viewed of yours. The game looks great! I find myself thinking more about cameras recently, just to help guide the player without it being too obvious.
Aye just started watching the video, I thought the video was gonna be kinda boring bc of the title though ya camera system is essential, but when I heard you say that you released your first playtest and you realized that you almost set yourself up for failure I think that kind of thing alot of ppl could relate with, maybe you change the title for that and the video could reach alot of people and help encourage them too but ya i only clicked on this video bc i seen your previous dev logs b4 and its progress and your story with it was interesting but ya i hope you can figure everything out and be good ❤
amazing as always
nice touch. much more appealing art style. keep it up bro.
Now that you're focusing on the camera, please, please move the target ahead of the character. It has felt like it's been dragging behind, since the beginning really. In cinematic composition theory, one generally leaves breathing room in front of a character, unless intentionally going for a feeling of claustrophobia. And in a game, I am much more interested in what is ahead. I don't need a hi def look at enemies I've already killed or gaps I've already jumped. I need to see ahead. There are times watching these clips that I'm very aware that the person playing seems to know the terrain very intimately already. I've sometimes wondered if a new player would feel frustrated walking off a cliff or into an enemy they couldn't see. And the real trick to this: the faster you move, the further out ahead the camera target should be. This is the exact opposite dynamic from the typical dragging behind type camera smoothing, as it is much more difficult to implement. But it's so, so worth it. Your game will be much more of an enjoyable experience.
I totally agree with you. Cinemachine has built in tracking that predicts the position of the target that the camera is aiming at, and it works really well, but I'm not using that since the camera doesn't turn. In the near future I'll likely implement a new follow target that does exactly what you described though. It definitely bugs me when the camera lags behind a bit.
Nice, cinemachine is pretty damn good. Just played the demo, is it possible to tone down the bloom, DoF, and chromatic-aberration a bit? Feels like visibility/clarity is somewhat lost.
Thanks for playing the demo! And thanks for the feedback! You're actually the first person to comment on any of the post processing effects, so it was all pretty much first pass. I agree it's about time to make some adjustments.
Ngl im always surprised by how important the camera is, even though it's so easy to notice a bad camera. Nice one :)
Hey Steve this is so cool it’s davis
Insightful as always
Added to wish list
well....THIS is bad ass. Love the Low res Hero
Cannot wait to play Evie. Such an inspiring story, and very much appreciate you sharing your experiences as a developer and father. Wishlisted!
I just found this project and I am loving how it looks and feels! One personal issue I find in this part of the game tho is that the light source being so far behind and being so little can be more frustrating than it is connecting. I understand you want to build a connection/need with the companion, so if you are open, I have came up with suggestions. Instead of changing, how about we add something, an interaction. What if the player could hold or allow it to perch on the player, so that we can have an easy light source. However, we are unable to attack or use abilities. To do so, it will send our companion flying forward which could be used as a way to see forward into the darkness or quickly react to surprise encounters. I think this way would be more fun and connecting since we are having an beneficial interaction instead of feeling like an escort mission. This interaction could also be used outside of lighting the dark, since having the ability to send out our companion could be fun or helpful for combat encounters or perhaps collecting farout items. Anyways, im loving how this looks and hope to see more of it! Keep up the great work!
It's a great chance to test out and play around with features/system implementations without having to necessarily commit to them
Yeah great point. You can validate your assumptions before taking them too much further.
Love the art style. Love the devlogs. Can’t wait to love the story.
Solid progress. Games looks great. Keep it up. Wishlisted.
Great video! If I could offer some visual feedback from what I see, when you teleport the screen does a slight jitter effect. While it was fine when you TPd once, it was very jarring when you did it multiple times in a row. Have you tried taking the jitter out and not having the camera follow the character during this movement to see if it changes the fluidity?
Great feedback! At one point I did actually have it so the camera wouldn't catch up immediately to the player, but I couldn't get the timing down and wound up teleporting off screen during intense combat or if I was just trying to traverse quickly across the play space. I really appreciate your suggestion though and will likely revisit this in the very near future. I'm honestly not really satisfied with the teleport in its current iteration and actually think it looked better in the old top-down 2D version of the game I prototyped a while back.
This game looks great. I love the art style.
It's turning out to be a beautiful game, man! The walking seems a bit mismatched with the char speed tho. Have you tried tweaking the walking animation speed? Just a lil bit, maybe 0.9 or 1.1
Thanks for the feedback! I'll definitely look into that. At some point I want to have a literal walk animation for slower speeds and then tie the speed of the animation back to how far the player is pressing the analogue stick. I really appreciate the callout!
Looks pretty promising! good job!
how many hours pers day are u working on it ?
Anywhere from 2 to 8 depending on my real job + family time. I'll sleep when I'm dead :P
Damn, the music in this vid is awesome, is it the game soundtrack? Need more :D
I've got just the thing for you! My friend who's been doing the music, narrative design, and other aspects released a few songs from the "full" game not too long ago: ruclips.net/video/UmciCUshJEM/видео.htmlsi=xNlsvXjOOb0hB2sz
@@reboundstudios8 Cheers, will check it out :)
Can't wait to play in the next fest, always love these devlogs. Aiming to get my demo ready for June 2025 next fest :D
Thanks! I'm excited to see what you come up with too. It's been a trip getting ready for Next Fest, but we're trying to use that to energize ourselves.
Great job, wishlisted.
Looks amazing.
This is so inspiring and promising. Keeps getting better
This my first time I'm seeing your work here on this indie title and I must say I'm liking what I'm seeing.! Keep going!
Heyo! Big fan of LEGO Universe, and a current DarkflameServer maintainer. From reverse engineering of the client and a dev video, they were going to bring back the capture the flag style racing with the nexus tower/crux prime race track. The component exists in the final released client and is called GateRushControl. It looks like it would work given a server emulator (like darkflame) implemented support for it and a map for it was made, since that map hasn't leaked as of now
We gonna mention that this dude used TLU for the entire LU segment of the video, or..?
Yeah, the LU game footage is from a scam server.
Oh, damn I was just googling LEGO Universe and followed the links so I could put up footage. I was shocked when it was all working at all, but it sounds like I needed to do more research? Thanks for calling this out, and I'd be happy to promote you in the next video. Is there a proper link you're comfortable with me sharing in the description so I can give you a shout out and make sure any LU fans know where to go?
@reboundstudios8 If you want to know more on how things have evolved around LEGO Universe, there is a large community driven discord server that also consists of users who do Reverse Engineering, Server Development, Content Modding, Executable Modding and more that are happy to answer all your questions and provide insight: <link removed due to spam protection> Took this link from google, however it should come up when searching on your own. There is also some history on my channel aswell.
Awesome! It honestly warms my heart to think that the game I spent nearly 5 years working on that was designed for kids can now be shared with my own kiddos. I had just assumed it was lost and forgotten, but it's nice to know that fans enjoyed it enough to keep it alive today. Definitely appreciate the efforts of the community and I'll make sure to look into Darkflame soon.
Holy shit you worked on Lego Universe
Yeah, that game still holds a soft spot in my heart today...
ratchet and clank combat was so peak, love to see it referenced. thanks for sharing these stories
Yeah it's rare that a game does both ranged and melee combat so well. Not to mention the excellent platforming in between.
PLEASE invest in a pop protection.
Thanks for the feedback. I noticed it too when I listened to the video outside of my office...
As an aspiring dev, this was amazing insight, thanks!
Thanks for sharing your story man! It was great to hear!
My favourite YT content right now is just people talking about what they love doing, subscribed for more stuff like this
This channel deserves more views. It is rare to get to hear an inside view from somebody with as wide a range of professional experience in the game development industry.
I love hearing stories of working in bigger studios! Thanks for sharing
tHE MUSIC IS 🔥🔥
Man your devlogs are my favourite. Really cool to hear you are also a lead game designer, my dream is to one day be a gameplay programmer but I need to finish my own game first while working as a software engineer full time.
Working a fulltime job while doing indie game dev is definitely a unique challenge... To that end, if you're already programming for your own game on the side then it sounds like you ARE a gameplay programmer!
I really appreciate your insights into your mainstream and indie game dev journeys. I find myself getting started and then stopping, then starting again trying to make indie games. Your clear explanations about your experiences (as well as my recent self-motivation) really help me to understand to stick true to my gut and really stick with getting started on my own journey. Thank you!
wait thats not runescape
You gonna be broke if your game makes money unity gonna drain your money in runtime fee and royalty fees and yearly fees good luck I'm using godot