- Видео 7
- Просмотров 82 085
TaleSun
Добавлен 15 июн 2023
You need chaos within to birth a dancing star.
I Changed the Main Mechanic of My OPEN WORLD GAME | Devlog
In this video, I talk about feedback, burnout, and big forests!
[CHAPTERS]
00:00 - Introduction
00:45 - Patreon and Discord
01:25 - Improvements and Feedback
06:35 - Changing the Main Mechanic
09:55 - Sepulcher Forest
[LINKS]
Patreon: www.patreon.com/TaleSun
Twitter: x.com/TheTaleSun
Discord: discord.gg/6d2jVCjVKt
Dynamic Sky asset: assetstore.unity.com/packages/tools/particles-effects/dynamic-sky-sky-3d-clouds-and-weather-272997
[MUSIC USED (CHRONOLOGICALLY)]
Forest - The Last Guardian, Dragon Roost Island - The Legend of Zelda_ The Wind Waker, Zelda: Spirit Tracks | Cover by Eline, Demon Souls Remake - Character Creation, Hades II - Final Expense (Renegade Remix), Zelda Skyward Sword - Knight Academ...
[CHAPTERS]
00:00 - Introduction
00:45 - Patreon and Discord
01:25 - Improvements and Feedback
06:35 - Changing the Main Mechanic
09:55 - Sepulcher Forest
[LINKS]
Patreon: www.patreon.com/TaleSun
Twitter: x.com/TheTaleSun
Discord: discord.gg/6d2jVCjVKt
Dynamic Sky asset: assetstore.unity.com/packages/tools/particles-effects/dynamic-sky-sky-3d-clouds-and-weather-272997
[MUSIC USED (CHRONOLOGICALLY)]
Forest - The Last Guardian, Dragon Roost Island - The Legend of Zelda_ The Wind Waker, Zelda: Spirit Tracks | Cover by Eline, Demon Souls Remake - Character Creation, Hades II - Final Expense (Renegade Remix), Zelda Skyward Sword - Knight Academ...
Просмотров: 9 173
Видео
Adding New Locations to My OPEN WORLD Game | DEVLOG 3
Просмотров 11 тыс.3 месяца назад
Thanks for watching! 🎊 If you want a more closer look at the development, you can follow me on Twitter / X x.com/TheTaleSun 📚 Chapters: 00:00 - Intro 01:02 - Visual Improvements 06:54 - Creating Water 09:29 - Game Zones 10:20 - New Locations 17:27 - What's Next? #gamedev #devlog #indiedev #indiegame #unity #godot #openworld #darksouls #eldenring #shadowofthecolossus
Creating a SECRET LEVEL for my OPEN WORLD game | DEVLOG 2
Просмотров 8 тыс.5 месяцев назад
Thanks for watching! 🎊 If you want a more closer look at the development, you can follow me on Twitter / X TheTaleSun 00:00 - Intro 01:58 - The Inverted Castle 07:45 - Improving The Character 09:27 - Improving The Environment 11:56 - Wrapping Up #gamedev #devlog #indiedev #indiegame #unity #godot #openworld #darksouls #eldenring #shadowofthecolossus
Developing an Open World Game ALONE | DEVLOG 1
Просмотров 51 тыс.6 месяцев назад
I'll be posting more updates in the near future, so subscribe for NEW game devlogs! 🎊 If you want a more closer look at the development, you can follow me on Twitter TheTaleSun 📚 Chapters: 00:00 - Introduction 01:05 - Start of Development 04:40 - Restarting The Project 16:40 - Inspirations 20:26 - End #gamedev #devlog #indiedev #indiegame #unity
Improving The Character Design | Devlog 3
Просмотров 896Год назад
Thanks for watching! 🎉🎉🎉 [ Chapters in This Video 📚 ] 00:00 Introduction 01:04 The Character Model 03:51 Animations 5:39 Stairs 06:38 End [ Musics used in this video 🎵 ] • Moments - Web of Lies • Precious Gems by Salon Dijon • Runaway Quartet - Moments • Scourge of the Furies - Hades 🔗 You can find more at my twitter: @TaleSun #gamedev #devlog #unity #indiegame
Adding More Planets to My Space Game | Devlog 2
Просмотров 792Год назад
Hi! If you want to see more you can folow me at my twitter: @TheTaleSun #devlog #indiegame #unity #spacegame #gamedev
My Space Exploration Game | Devlog 1
Просмотров 748Год назад
Thank you for watching! If you have questions or suggetions, please, leave a comment in this video. #devlog #unity #proceduralgeneration #shaders
That memory system is actually insane
I can tell you for sure that you have figured out how to make games, you are now unstoppable, it's my turn to learn this game engine.
Thank you Talesun, love the video. What is the planning software you're using at the 17:00 mark?
you inspired me to start a youtube channel :D I love your game idea and really look forward to trying it one day! I think your videos are great and will definitely use them as reference for my own videos in the future. good luck with your project!
I'm a little bit skeptical towards the idea of letting the player evoke echoes that they haven't discovered yet. Although games that reward you for your knowledge of the game are cool, i think letting the player evoke echoes before discovering them in their own playthrough will lead to people looking up how to do the echoes online, instead of finding out for themselves. Other than that, i love this project. The progress you've made is really impressive
14:50 a flying carpet could work well visually.
im impresed how much you have added
A question relating gamedev: where do you get all of those high-quality textures? Do you buy them?
This is dope, reminds me of Shadow of the Colossus. Btw, where'd you get those rocks (for the cliffs) from?
I really enjoy all your previous devlogs and have previously subscribed, so not sure why this video wasn't pushed into my feed.. Anyways, just wanted to say game as always is looking great, lots of compelling updates. The magic system obviously is the most interesting take away, very evocative of the "song" mechanic in Ocarina of Time, while offering a unique spin in how your knowledge of spells carrying between playthoughs. They also open up opportunity for some interesting puzzle design, while also reducing the humber of individual items or animations needed to perform each ability, all within a simple intuitive system, very well done. As for the new hoverboard, in design it looks great and the lore about it being a fragment from the floating castle adds some fun texture to it as an item/ability. If I _had_ to come up with any suggestions, hmm, ..maybe a light trail could help accentuate speed and direction? ..or perhaps the board/obolisk hums a sort of tune as you glide along; like it hums a runic "song" for air/sky. The animations of the character are also a featured improvement, i too know the struggle of walk/running cycles. Reading through the comments I notice a lot folk reminisce for the original placeholder character, or at least have some preference for it over the new design. Personally I think the current character in principle falls well in line with the world you're creating, ..but I believe facets like the silhouette could be stronger, and that may be a reason behind people's preference for the placeholder character. (--This is probably the only field I have some confidence in exploring.) If I had to suggest any improvements; giving the current character an ankle length black cloak; lore wise could be a "cloak of shadow," would drastically improve the character's sollouette in contrast with the bright white ember-like hair. I'd probably have a easier time drawing it out but imagining something like a sigil etched over the chest, shoulder, or back as well could do a lot, and potentially reduce need for finessing animation of the arms and legs while running/jumping, etc. Another potential detail could be magical runes or tattoos along the arms/hands which are normally obscured by the cloak, adding more of that contrast and opertunity for intrigue. --anyway yeah, that's all I got. Very interested in this project and where its going, will continue to keep a close eye on it and see how it evolves!
Great job dude, I really dig the overall vibe of the game, IDK why but it feels really nostalgic to me, maybe becouse of all the old unity games I played in my childhood
Honestly the mc isn’t really good the look is really not nice the lighting in him feel so weird and less lovable to control and makes everything more complicated, the old player was easy to read and cute and more interesting
Make the hover thingy a card, that changes size. The character pulls it out from their belt or pocket, and it scales up.
i adore your devlogs and editing. This game looks absolutely amazing and if it ever does release in the future, I'll be sure to play it. The atmosphere that you made makes me feel like I'm in the Dark Souls universe or Shadow of the Colossus. Also, seeing the hoverboard come to life as the Curio fascinates me so much. It makes me think of its connection to the Inverted Castle and I keep thinking: What if the Curio begins to malfunction or distort when below the castle before it even becomes visible? It could be a huge foreshadowing for the castle and there could even be small fragments of the castle on the ground, which the Curio reacts to in some way.
the colors and vibe reminds me of SoTC
the physics of that moving carpet look so satisfying!!
Keep it up, the progress and workflow looks awesome!! Never forget to enjoy the process, I'm so curious how it will turn out. (I'm also a solo dev working on an open world project) Btw I recommend researching and testing how memory management works in Unity, it's a bit of a mess imo, not really made for seamless open worlds without stutters, Addressables seem the only viable way but it's not easy to use, requires a bit of custom assets management! Anyways best of luck! It's gonna be awesome!!
for the animation the pelvis should rotate a bit when moving legs. If the right leg goes forward the pelvis should rotate to help that movement. just a bit, otherwise it seems like the head of a chicken that remain in the same position with every movement.
Add euphoria physics or writing your own dynamic motion and thesis algorithm
inspiring to see, im working on my own IP and seeing other people's success in getting a running playable is superb
Cara, pelo que vi, você é brasileiro (suspeitei pelo sotaque e uns comentários aqui hahaha). Queria deixar aqui minhas palavras de incentivo e de admiração. Este vídeo e a sua jornada são inspiradores pra mim na minha busca de criar um jogo. Você me parece um rapaz muito criativo, dedicado e talentoso, por isso, espero que vc atinja seus objetivos e sinta a alegria e satisfação de ver seus projetos completos. De verdade, mano, meus parabéns!
Valeu querido! Espero que você possa iniciar sua jornada também :)
Hover board = Magic Carpet ?
If you are developing an Open World Game, then Unreal is really the only choice. Unity is a long way behind delivering compelling world experiences. I speak as a Unity fan, its great for simple, mobile and unique new games, but it takes a lot of effort to generate the kind of out of the box worlds that come with Unreal.
Gaia/Gena help with big open world enviroments tbh.
in the first opening shots you could see the grass texture tile. there are a lot of ways to reduce tiling in images but i recommend blending 2 or more grass textures together using procedural Perlin noise, also if you rotate the grass textures relative to each other that will also help. adding hue saturation and lightness variation with a similar Perlin noise texture would also probably not be too difficult and help it look more seamless when looking from far away.
You can already make 3-D models and music with AI
12:43 I'm getting "Dear oh dear, what was it? The hunt, the blood, or the horrible dream? Oh, it doesn't matter. It always comes down to the hunter's helper to clean up after these sorts of messes. Tonight, Gehrman joins the hunt." kind-of vibes from this place and it scares me. Great devlog though.
So will there be giant bosses I’ve been searching so hard to find games in development with giant bosses. Also that shot of the first level was breathtaking. You earned a subscriber with that shot.
Yes! There will be giant bosses!
You have no idea how happy this information makes me!
your voice makes me think i'm gonna sit down and watch two minute papers
Maybe you should randomize the magic so players can't just google them. But it's only randomized when you first launch the game, that way they can still use them in later playthroughs as well.
Yes, maybe make enchantments be selected randomly from a certain set of input sequences/names and when you load the game for the first time they get assigned, so they are not just random gibberish
This looks amazing, best of lucks with the rest of the development! May I ask what technique did you use to get such a good performance in the floral field? I've been trying different things to add dense grass to my game but I always get significant fps drops..
Thanks! At first, I tried using 3D models, but this quickly caused a drop in performance. So, I found some alternatives: - Use shaders to draw the grass on the GPU. This way, you avoid the poor performance of Unity's terrain grass system. - Use billboard grass (I opted for this one, it has good performance). And always make sure not to make the grass render shadows!! Most games avoid having grass cast shadows on the ground because it costs A LOT. Best of luck with your project :)
@@TaleSun My testing workflow went basically exactly in the order you described hahah. Seems like my issue is being determined to use shadows, never tested the performance without them so thanks for opening my eyes on that. "See" you in your next video! ✌️
I see the walking animation a little bit too smooth at the end, he slides a litttle bit at the end.
this looks amazing and you are inspiring me to start working on my own game, so thank you. here are some suggestions that you might find useful: - The grass texture looks off from afar as the tiling becomes very obvious, and to fix that, you can overlay a noise texture and use it as mask to some other texture like dirt to break the tilling, or maybe use some other de-tiling technique to hide it as much as possible. - One way to not lose too much details on further away objects like trees is to use an imposter as part of the LOD system - The walking still looks off to me, so I would advise you to use some premade animations from mixamo or any other provider as it saves money, time and effort and last, this is more of a personal idea. How about trying to apply some cel shader :)
Amazing game you are creating. I really love developers like you and what you're doing :) My advice would be to use caution with regards to the mechanic that the player can use everything since the beginning because it can be easily exploited. Imagine if there's a cheat sheet online created by the first players. Then new players will be able to just check how to cast each spell and not bother with exploring and trying to learn the spells.
You could add caves, which have loot in them
Your accent it's familliar to me. But I can't quite guess where you might be from, if it's ok to ask, where are you from?
Brazil!
@@TaleSun :O LESGOOOOOOOOOO É NACIONAL!!!!!! Kkkkkk eu já tinha minhas duvidas que você era brasileiro, até fui procurar na descrição do canal se tinha algo dizendo que era br, muito legal saber que esse projetão é nacional.🔥Desejo tudo de bom com o jogo irmão, quero muito jogar ele.
@@EUaintAVAILABLE kkkkkkkkk valeu querido! fico feliz que tenha gostado, futuramente espero que você possa jogar :) o plano é mostrar mais pra comunidade br no futuro, mas por hora vou divulgando ele aqui
yooooo touch wall gang!!!!!
the run animation should lean forward slightly
a suggestion, in the field of flowers, allow the character to run their hand through the flowers as they are walking
You said that mc is a soul? Maybe you can make it a translucent shader, like in Sims 2 or 3, and also apply this 4:20 fluid modification? 🤔 By the way, why can't a hoverboard float in the air? I mean.. not only above the plane Um... did you hear about "Blade and soul" when it was on the 3rd Unreal? :D in 2016-2017 this was the perfect game, lol. I think you would like the visuals and controls, so you could try a pirate server ("free bns"(older version) and "bns pvp" (somewhere from what was said earlier a year, judging by the classes, but I'm not sure if there is a map there, and not just a pvp arena)), which is with an older version, but will convey the atmosphere. Now a version with different graphics is supported on 5 Unreal, but many people do not like it, but you can try it for. Although I advise you to at least look at the official videos from NCSoft with old graphics xD The mechanics with spells are brilliant. I think that before the word itself it is worth making an “action” (even inaction) that will allow you to enter the word
Water just godlike
Cool looking game man! Goodluck, hope to see more devlogs. Here are some running animation tips! Put the feet closer to each other, make the pelvis rotate on all 3 axis, when running (even walking) the person should be leaning forward. The knees are too high because the foot aren't forward enough when reaching for the next step.
Top tier stuff here. Excited to be following along!
The Curio looks and sounds amazing! I will say personally I feel like the character design feels a bit off? It's very simplistic in contrast with the environment, and I think that can be very cool; it shows an alien-like quality, a sense of unbelonging, or just a supernatural quality. But the figure feels a bit too literal, I guess? In stories, there are these discusions of things that take human form (perhaps to replicate what they once were), but I always felt hair is very typically more abstract where in this case it feels more litteral plus the glow feel strange. Im no design expert, but I'd say that if you're trying to show a soul of shadow with light pushing through, then I would push that in a slightly more fantastical direction. Perhaps the light is wispy/ tendril-like and is mimicking a more wild hair style while also looking like smoke? (I could also see it being long and draping down), then I'd give light body patterns, maybe shifting patterns like Damascus? Alternatively, the light could be explosive,sharp, and violent, the hair replicating god rays or more punk hair cuts with body patterns suggesting light cracking through the shadows? (This, I think, wouldn't fit the mood nearly as well, especially if you're going for that SOTC feel). Alternatively, if you wanted to bring it in line with the guardians and checkpoints you showed, perhaps they are armored and with light peaking out from under it (this could suggest restraint by the armor, I would argue it would be better with the protag and souls in general contrasted the environment more than they replicated it, however I thought I'd through the suggestion your way). Obviously, these are just suggestions, and you may feel that the current design is perfect. I just thought I'd throw in my two cents! Amazing project wishing the best of luck :)
I know you said you don’t want the game to be combat focused, but there are so many cool elements here. Like with the shipwrecks, those could be little angry pirate ghosts, the castle have little spirited knights and stuff. Overall I really love the project though, it’s just so fun
There will be boss encounters around the map (similar to Shadow of the Colossus), but I won't spoil the surprise for now.
@@TaleSun I like what you’re cooking so far, keep up the wonderful work
I'm not lying but when I looked at the thumbnail I thought it was roblox. 😂
10:20 is this a music for the game???
It's actually "St. Trina (with Vocals) - Theophany Remix," a remix of one of the OSTs from Elden Ring. I listed all the music used in the description. :)
That texture tiling though ruclips.net/video/F7UxUgow4yg/видео.htmlsi=O0Hq87KJJvUSTiVX Bens shader tutorials. This dude is awesome. I think you'll like him
a little trick I've learnt to get rid of any repeating patterns in noise textures is to plug another noise texture of a different scale into the first noise's scale, tweaking both for best results
12:45 that looks a lot like sekiro the final boss isshin
Very nice 🎉