BlackShinobi956 Game Dev
BlackShinobi956 Game Dev
  • Видео 91
  • Просмотров 116 995
The Only Time I've Regretted Using Blueprints Over C++ in UE5
Go to my sponsor snhu.edu/Shinobi and learn how you can get started with a Game Development degree
The C++ vs Blueprints in UE5 conversation summed up the best I can. Anyone can make games. I hope these videoa help you on your journey. Happy deving y'all! #GameAI #gamedev #GOAP #gamedesign #ue5
Timestamps:
0:00 - I should've used C++ instead of Blueprints
1:39 - New UE5 Game Devs
3:50 - Reasons to Use Blueprints in UE5
5:07 - Reasons To Use C++ in UE5
6:38 - Epic's Workflow - BP and C++
Sources:
forums.unrealengine.com/t/solo-devs-which-do-you-prefer-blueprints-or-c/1706645/5
dev.epicgames.com/community/learning/tutorials/qM2K/unreal-engine-comparing-blueprints-and-c-use-cases
www.gamedev.net/forums...
Просмотров: 397

Видео

The Pros and Cons of GOAP For Enemy AI (Goal Oriented Action Planning)
Просмотров 2,2 тыс.14 дней назад
Go to my sponsor snhu.edu/Shinobi and learn how you can get started with a Game Development degree Goal Oriented Action Planning is really cool! Anyone can make games. I hope these videoa help you on your journey. Happy deving y'all! #GameAI #gamedev #GOAP #gamedesign #ue5 Timestamps: 0:00 - GOAP Is Really Good! 1:17 - I was Wrong About AI 4:00 - What is Goal Oriented Action Planning 4:36 - Who...
10 Years of Game Dev in Unreal Engine...
Просмотров 2,4 тыс.Месяц назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Timestamps: 0:00 - Intro 0:42 - Lesson 1 1:40 - Lesson 2 2:39 - Lesson 3 3:03 - Lesson 4 3:43 - Lesson 5 4:30 - Lesson 6 4:55 - Lesson 7 5:13 - Lesson 8 5:55 - Lesson 9 6:34 - Lesson 10 Links: 🎮 Itch : blackshinobi956.itch.io 🕹 Twitch - twitch.tv/bla...
My Problem With Making Small Games | UE5 Devlog
Просмотров 3,2 тыс.2 месяца назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Steve Lee's video - ruclips.net/video/-T73pq9YcOE/видео.html&ab_channel=SteveLee(LevelandGameDesign)1 The Pros: Simple and Scalable Game AI Decision Making ruclips.net/video/G5A0-_4dFLg/видео.html&ab_channel=BobbyAnguelov ruclips.net/video/Qq_xX1JCre...
State Trees, Behavior Trees, or Blueprints? | UE5 Devlog
Просмотров 1,4 тыс.2 месяца назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Sources: Epic: docs.unrealengine.com/5.0/en-US/behavior-tree-in-unreal-engine overview/ Community: dev.epicgames.com/community/learning/tutorials/L9vK/unreal-engine-common-issues-with-behavior-trees-and-things-you-should-competely-avoid gamedev.stack...
How To Set a State Tree on Spawn | UE5 Tutorial
Просмотров 3602 месяца назад
I couldn’t have figured it out without this person’s post: forums.unrealengine.com/t/changing-component-at-runtime/690470/2 Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #StateTree #gamedesign #ue5 Sources: UE5 state tree documentation: docs.unrealengine.com/5.0/en-US/overview-of-state-tree-in-unreal-engine/ Forums: www.reddit....
A Simple Way to Create Better Games in UE5 | Devlog
Просмотров 9692 месяца назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5devlog #gamedev #devlog #gamedesign #ue5 Timestamps: 0:00 - My Game Dev Process 0:44 - Defining Target Audience in Game Dev 1:20 - Why Target Audience is Important for Developers 2:00 - Examples of failing to understand target Audience 3:20 - Making a Game for my daughter 6:00 - The Point Sources: ww...
I Thought More Game Devs Used UE5
Просмотров 2787 месяцев назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Timestamps: 0:00 - February Mini Jam A Month 1:09 - Most Popular Game Engine 1:59 - Game Jam Team Size 2:16 - Incomplete Game Jam Entries 3:30 - Game Jam Submissions 5:10 - Top 5 Game Jam Entries 7:40 - The Point Games From this Video Sky Rush - b-mo...
7-Minute Guide to UE5 State Tree Event Triggers
Просмотров 2,3 тыс.8 месяцев назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Project Files: github.com/rskinner956/UE5.4-StateTree-Example Timestamps: 0:00 - State Tree Transitions and Flexibility 0:38 - Project Files for this video 1:15 - On Event Trigger Demonstration Links: 🎮 Itch : blackshinobi956.itch.io 🕹 Twitch - twitc...
UE5 State Trees Just Got Way Better!
Просмотров 1,9 тыс.8 месяцев назад
Project files for this tutorial : github.com/rskinner956/UE5.4-StateTree-Example Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #StateTree #gamedesign #ue5 Timestamps: 0:00 - UE5 State Trees 0:45 - State Tree Example Files 1:00 - UE5 State Tree Debugger 1:33 - State Tree Breakpoints 2:23 - State Tree State Enable/Disable 2:50 - ...
This UE5 State Tree Tutorial Comes With...
Просмотров 6 тыс.9 месяцев назад
Project files for this tutorial : 5.2 - github.com/rskinner956/StateTreeExample 5.4 - github.com/rskinner956/UE5.4-StateTree-Example Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #StateTree #gamedesign #ue5 Timestamps: 0:00 - Simplifying State Trees 0:20 - Project Files for this State Tree 1:18 - What are State Trees in UE5 1:3...
UE5 State Trees: Huge Potential, Glaring Issues | Devlog
Просмотров 7 тыс.11 месяцев назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #StateTree #gamedesign #ue5 Timestamps: 0:00 - I had an epiphany 0:25 - What are State Trees? 1:20 - Organization Improvements 2:45 - Flexibility 3:10 - State Tree Performance 3:55 - Highly Experimental 4:10 - State trees Crashed UE5 5:05 - Debugging state trees 5:40 - Ease of Use 6...
Behavior Trees Are Surprisingly Controversial | DevLog
Просмотров 30 тыс.Год назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Timestamps: 0:00 - AI in Blueprints vs Behavior Trees 0:38 - 3 Opinions on Behavior Trees 1:30 - UE5 Behavior Trees 2:06 - Why You Should Use Behavior Trees 3:45 - Game Devs Are Divided on Behavior Trees 4:15 - Behavior Tree Prioritization Issues 5:0...
An Easy Way to Craft Moving Platforms- InterpTo Movement Component | UE5 Tutorial
Просмотров 297Год назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Timestamps: 0:00 - An easy way to move platforms in UE5 0:23 - Creating an Actor in UE5 1:12 - InterpTo Movement Component Explained Simply 1:55 - Control Points - InterpTo Movement Explained 3:40 - Behavior Types - InterpTo Movement Explained Links:...
Simplified Guide: Timelines Can Solve A Lot Of Problems | UE5 Tutorials
Просмотров 2,1 тыс.Год назад
Anyone can make games. I hope these tutorials help you on your journey. Happy deving y'all! #ue5tutorial #gamedev #levelInstances #gamedesign #ue5 Timestamps: 0:00 - Why use Timelines in UE5? 0:43 - What are UE5 Timelines? 1:17 - Tutorial - Using Timelines to Change Scale in UE5? 3:17 - UE5 Timeline Nodes Explained Simply 5:04 - UE5 Timeline Graph Explained Simply 14:17 - Tutorial - Using Timel...
Simplified Guide: How I use UE5 Level Instances to Save Time
Просмотров 12 тыс.Год назад
Simplified Guide: How I use UE5 Level Instances to Save Time
Simplified Guide: UE5's World Partition Tool Tutorial
Просмотров 21 тыс.Год назад
Simplified Guide: UE5's World Partition Tool Tutorial
How To Set The Default Map In UE5
Просмотров 235Год назад
How To Set The Default Map In UE5
Helping You Make Games | Channel Trailer
Просмотров 479Год назад
Helping You Make Games | Channel Trailer
Simplified Guide: UE5 Cube Grid Tool Makes Prototyping Easy
Просмотров 726Год назад
Simplified Guide: UE5 Cube Grid Tool Makes Prototyping Easy
The 3 Questions That Can Fix A Game | UE5 Devlog
Просмотров 165Год назад
The 3 Questions That Can Fix A Game | UE5 Devlog
A Few Game Dev Tips To Make Life Easier | Devlog UE5
Просмотров 380Год назад
A Few Game Dev Tips To Make Life Easier | Devlog UE5
How I Solved My Vaulting Problem! | Devlog UE5
Просмотров 2,4 тыс.Год назад
How I Solved My Vaulting Problem! | Devlog UE5
Vaulting is A Struggle | Devlog UE5
Просмотров 674Год назад
Vaulting is A Struggle | Devlog UE5
10 Video Games With Amazing Openings...Plus a Few More
Просмотров 89Год назад
10 Video Games With Amazing Openings...Plus a Few More
2003 Was A GREAT Year For Video Games
Просмотров 912 года назад
2003 Was A GREAT Year For Video Games
Ranking Games I Played in 2022 (And What I Thought of Them)
Просмотров 482 года назад
Ranking Games I Played in 2022 (And What I Thought of Them)
3 Solo Game Dev Tips That Helped Me Succeed
Просмотров 2612 года назад
3 Solo Game Dev Tips That Helped Me Succeed
How I Plan My Game Dev Projects | Indie DevLog 1
Просмотров 3422 года назад
How I Plan My Game Dev Projects | Indie DevLog 1
I Think Nemesis Has Some Issues, But Is Still Kind of Awesome
Просмотров 382 года назад
I Think Nemesis Has Some Issues, But Is Still Kind of Awesome

Комментарии

  • @HallaCraig
    @HallaCraig 3 дня назад

    "Awesome video, buddy! I was wondering if you could help me out with creating a combat system similar to World of Warcraft. I’ve been searching for guides but haven’t had much luck finding anything specific. If you could point me in the right direction, or let me know if you’ve already made any videos covering combat mechanics, I’d really appreciate it!"

  • @johnjedjorn2186
    @johnjedjorn2186 3 дня назад

    I have written a GOAP system before in UE. I would get really frustrated with how bad performance could get, and debugging them was double frustrating. You mentioned doing it all in blueprint being a pain point, but doing some of it in C++ introduces the pain of restarting the editor after changes. Of course any workflow has pros and cons, but in the end, the performance cost was too frustrating to deal with to warrant it.

  • @iloveblender8999
    @iloveblender8999 5 дней назад

    What cannot be stressed enough, that Blueprints or not, you still need to learn how to code.

  • @MrBontA-cs1ue
    @MrBontA-cs1ue 6 дней назад

    wholesome, love it!

  • @owlet_dev
    @owlet_dev 6 дней назад

    I like using C++ for things like structs or other "data container" kind of classes/actors, but it's a lot faster to actually implement most of those things in BP. Or at least feels less complicated. I think C++ is also just easier to kinda throw code between projects, instead of having to open the editor to migrate it to another project as is the case with blueprints. Honestly I think they both work pretty well and wouldn't say anyone should pick one or the other. Like you mentioned, Epic has even outlined some great workflows where you use both. As a programmer on a team I'd absolutely want to give game designers tools to be able to implement some things themselves, instead of trying to do everything in C++. Lets me focus on the parts I need to, and I can always jump in and make C++ versions of things to help if there are inefficiencies.

  • @krasnavin
    @krasnavin 7 дней назад

    I guess within 5 years AI can efficiently write C++ code but not BPs. I used AI to write short Python code that took 2 minutes. What do you think?

    • @blackshinobi956
      @blackshinobi956 7 дней назад

      In my experience AI has been great for giving me a starting point when I'm coding at work, but I don't use it to generate whole programs or scripts. I still enjoy software engineering and have a lot to learn, so my use case for AI has been to accelerate my learning. My general thought is AI still has more breakthroughs it needs to make before devs turn into prompt engineers and I don't know how long it'll take for those breakthroughs to happen. Maybe 5 years, maybe 1, maybe 10. If game dev has taught me anything its that progress isn't always linear haha

  • @MonsterJuiced
    @MonsterJuiced 7 дней назад

    Just a heads up man, there's tonnes of free and cheap C++ utility nodes on the fab marketplace you can just install which cover pretty much every complex math or function you might need. Huge packs of nodes for exactly these things.

    • @blackshinobi956
      @blackshinobi956 7 дней назад

      Thanks for the heads up! I'll definitely check FAB next time!

  • @omegablast2002
    @omegablast2002 7 дней назад

    you know you can code custom nodes too, you don't need to have a whole pawn for example be coded in C++, I personally like having a "Utilities" C++ class in my projects where i can store global blueprint callable nodes to run complex math or functions. if the blueprint doesnt have a function i need, i pop into my utilities class and whip it up as a node. then continue on with my BP. 90% of fortnite runs on BP, i imagine the other 10% is C++ code tucked in utilities like i do it.

    • @blackshinobi956
      @blackshinobi956 7 дней назад

      I like the way you're structuring your projects. I did know about custom C++ nodes, but I've never created one. Thanks for pointing this out, I'll be trying this soon

  • @blackshinobi956
    @blackshinobi956 8 дней назад

    Want to pursue a career in game dev? 🎓Go to my sponsor snhu.edu/Shinobi and learn how you can get started with a Game Development degree!

  • @scribblingjoe
    @scribblingjoe 14 дней назад

    You could create different types of zombies some that are drawn to different areas or objects. Kinda like in Romero’s Dawn of the Dead.

  • @Skeffles
    @Skeffles 14 дней назад

    Awesome explanation! It's really interesting to hear about when to use GOAP and I'm now wondering if it's something useful to me.

  • @Skeffles
    @Skeffles 14 дней назад

    Fantastic to hear your story! I had a similar issue with my early games and losing them so I know that pain. Luckily it looks like you're in a much better place now.

  • @CobraCode
    @CobraCode 15 дней назад

    I absolutely agree with you! The best way to learn is to do something the "wrong" way and experience the limitations first hand instead of just using the "better" solution right away based on conclusions made by other people. That way you will really understand the differences between these different options and build a strong foundation. I see too many students getting stuck on behavior trees trying to implement a simple follow and attack, if they could have just done it raw in blueprints within minutes. No need to overcomplicate things as long as they work out just fine and we should only move on to more complex solutions as the need arises.

  • @robertadams3925
    @robertadams3925 15 дней назад

    More derail into the implementation would be amazing.

  • @GregHib
    @GregHib 15 дней назад

    The main downside is performance, using a pathfinder when changing environments mean you have to throw the plan out often does not scale well at all, it's only suitable when you only have one or a handful of agents. Other frameworks like Dave Marks Infinite Axis Utility Systems is a better approach if you want to scale to more than 25 agents and still keep the agent autonomy but too runs into issues over several hundred agents. Finally regardless of approach collaboration isn't as complicated as you'd think, essentially you have a party system where agents can choose to join an empty slot in a group. Once a group is full then you add a bunch of new goals to all of the agents and due to their higher priority the agents will typically do the same things together, that and reacting to each others broadcasts gets you seemingly cohesive collaboration. (Applies to BT, GOAP, IAUS, or any planner really)

    • @jimmyma9093
      @jimmyma9093 15 дней назад

      what does s.t.a.l.k.e.r. use?

    • @blackshinobi956
      @blackshinobi956 13 дней назад

      I've never heard of the Infinite Axis Utility System. Thanks, I'll definitely be checking that out Having the agent decide to join a party is really interesting. I'm definitely going to it out!

    • @Suthriel
      @Suthriel 9 дней назад

      From what i understand, Infinite Axis Utility seems to focus on the actions, that are available right now in the moment with my current abilities and items etc. How would long term planning or long strategies work with this? GOAP seems to be perfect for formulating long term strategies, while Infinite Axis utility seems to be perfect for all the immediate actions, that arise during daily life and with new discoveries or changing scenarios. Maybe you could make a healthy mix of those two systems, where you use GOAP to create the overal bigger plans, and Infinite Axis for smaller stuff, that needs to be done while realizing or working towards the big plan. And maybe you only need to change the big plan/run GOAP again, if some unforeseen major event happens (surprise attack, or surprise loot, that hinder or accellerate the plan).

  • @hectorminator4
    @hectorminator4 15 дней назад

    Awesome tutorial man, really enjoyed it, I was just looking for something like this, please, make a video with the implementation you made, even if it is simple, it will be extremely helpful..

  • @thelionszen3352
    @thelionszen3352 15 дней назад

    i cant seem to find any GOAP tutorials for unreal. youtube is only showing videos for unity and gadot

    • @blackshinobi956
      @blackshinobi956 13 дней назад

      You're right, I guess there aren't any specific to UE. Sorry I misspoke!

    • @thelionszen3352
      @thelionszen3352 12 дней назад

      @@blackshinobi956 np

    • @thelionszen3352
      @thelionszen3352 11 дней назад

      @@blackshinobi956 np I was just looking for where to start learning this for UE

  • @DageLV
    @DageLV 15 дней назад

    They ain't ai, they're bots. They do what when and how you tell it to do. They won't correct your input if it's wrong. They ain't thinking, they're bots. Chatgpt is virtual intelligence, it's not thinking, it just repeats things what it's been given in a sequence which reasonably makes sense(the sentence as a whole may not, but individual words do. Of what I assume chatgpt o1 does, that could be considered AI as it actually uses reason, it has some thinking capacity. I don't know if it can write something new without reusing stuff from Internet tho

    • @GregHib
      @GregHib 15 дней назад

      > chatgpt o1 does, that could be considered AI as it actually uses reason You want to know what makes o1 different? It's querying itself to navigate a tree of choices. Exact same way GOAP does.

  • @zeekjones1
    @zeekjones1 16 дней назад

    I think the best use I can see of this, is to quickly replace the blockout instances with more finalized assets. _(ie; replacing all cylinder 'lights' with fixtures and bulbs.)_

  • @Gonzakoable
    @Gonzakoable 16 дней назад

    Hell ueaj

  • @StarlasAiko
    @StarlasAiko 16 дней назад

    Does the AI only look one step at a time in the network grid? Or does it look to the total cost in the chain of steps to the final goal? There are occasions where it would be more efficient and cost less effort to make the more cost expensive decision on the first step. What emerges as the best chain of actions may change during the progress through the steps. How much sense would it make to let the AI chart the steps in the grid all the way to the end goal before making a decision, and impose a cost on changing the charted plan?

    • @blackshinobi956
      @blackshinobi956 16 дней назад

      My implementation looked at the total cost of the chain. If something changed and a goal could not be reached the Agent requests a new plan. GOAP agents also have to be able to change their mind when a higher priority event happens like seeing and pursuing the player. I think imposing a cost on changing the plan is possible but I'm not sure what use case that would be used in

  • @_nickthered
    @_nickthered 16 дней назад

    Wow an actual use case for prolog i think

  • @helocapt1893
    @helocapt1893 17 дней назад

    Please do made another video about your experience developing GOAP. I appreciate your breakdown. I just subscribed and will wait patiently 😊

  • @PedroVencore
    @PedroVencore 17 дней назад

    Thank you!, useful and straight to point

  • @kellowattentertainment
    @kellowattentertainment 17 дней назад

    I think it should be easy to implement in blueprints since it's it the implementation of it comes down to what the developer is looking for from the AI.

  • @CCGS
    @CCGS 18 дней назад

    The more i learn about AI stuff the more over my head it goes 😂 sounds really fascinating though. Would definitely be interested in that longer form video if you make it 😁

    • @blackshinobi956
      @blackshinobi956 18 дней назад

      Right! There's so much stuff to learn 🙃

    • @StarlasAiko
      @StarlasAiko 16 дней назад

      On concpet, I find it not that difficult to follow. Implementing is borderline impossible. I understand how flow charts, network graphs and behavior trees work, but I couldn't create one to safe my life.

  • @TheDannyMcGee
    @TheDannyMcGee 18 дней назад

    Thanks for the overview, this was really great! I was going to ask about reaction synthesis because Google only gave me results about chemistry, but I see you included a link in the description. Bless you. 🙏 Would love to see your implementation, even if it is BP spaghetti. 😂 It's been a while, but trying to work through it in the past I always got tripped up by the whole MoveTo idea. Like, it's an "edge" of the graph that's basically always available, but it has no fixed cost and no fixed effect because it's parameterized, so how do you incorporate that into an A* solver, especially one that runs backwards? Say there's an available weapon that's close by but less effective, and another one that's farther away but more effective, how do you decide whether it's worth it to move to the better weapon? Actually, FML, I just realized an action like PickUpWeapon would also be parameterized. Or what if your game has vehicles... Getting into a vehicle is an action that would reduce the cost of future MoveTo actions, and is _also_ parameterized (assuming you have more than one vehicle type available). My brain hurts.

    • @blackshinobi956
      @blackshinobi956 18 дней назад

      Yeah, exactly! Every article I read said keep actions generic, but then their examples were very specific. It was never just "moveTo" it was always moveToX. So that's how I went about doing it haha

  • @Slackersink1
    @Slackersink1 19 дней назад

    Can GOAP broadcast events to others? Like, a zombie could broadcast "pack leader" or have that tag and nearby zombies might then choose to follow, giving groups more purpose. I didn't even know this existed, I like how UE has so many varied tools. As far as possible zombie goals, I'd say think about them like dumb animals. They're not stagnant, so they would forage any interactable objects to see if food is in there, like drawers, cabinets, breaking plants because you never know if meat is hiding under a plant. haha Hunting might be faster patrol of a zone ignoring most forage options, focusing on travel hot spots like trails and doors. Might they be smart enough to nest, which means they could forage for specific supplies which might lead them into player gathering areas. If a zombie just fed, would others know and want to attack it if they drop below a certain hunger level. Zombies mindlessly doing jobs they mindlessly did while alive? Anyway, I'm done pitching stuff that might not be possible. :p

    • @blackshinobi956
      @blackshinobi956 19 дней назад

      I think it's possible to have a pack leader, it just goes against the design of GOAP creating individualistic AI. Also thanks for the suggestions! I really want to do something with zombies returning to mundane daily activities when there's nothing to do

  • @arrowsdev
    @arrowsdev 19 дней назад

    i should've watch the full video before my last comment XD, but is that what you think the case or that the original goap design that the one action's pre conditions are another action's effects

    • @blackshinobi956
      @blackshinobi956 19 дней назад

      That's just the simplest way for me to understand it. I don't think that it's true for ever implementation of GOAP

    • @Suthriel
      @Suthriel 16 дней назад

      @@blackshinobi956 Great video, and i would love to see, how youbuilt it :) As for this, from what i read and understood, imo you can think of the pre condition and effects as sub goals, stepping stones, or waypoints, that need to be passed to reach the end-goal. And to figure out, which one you choose in which order, you backtrack from your endgoal, and look, which of the available actions deliver you the required effects or results, then you check, what those actions require. Like f.e. if you want eat, you usually have to cook or prepare food first. So endgoal = eating, to be able to eat, you need to get or prepare food. So you check, which actions have the effect of "ceating your food" -> cooking or buying. If you decide on cooking, to cook you need prepared ingredients. So which actions give you the result "prepared ingredients", maybe some ability or action like "cleaning and chopping veggies and meat", which require you to have said ingredients ready to use. If you don´t have them with you, you need to get the ingredients first, either from the storage, from the store/marketplace, or you harvest, hunt and collect them first. And so forth until you reach a point, where you fulfill the required pre-conditions for that action and from which you can start your journey through this plan of actions. For your zombies it would cut out some actions, if they want to eat, they just need to get close to humans and chomp ^.^ So Zombie Endgoal eating something - requires to be close to food source (usually living humans), to get close to humans, you need to run to humans, and for that you first find humans or need to know, where they are. The action "Search humans" usually gives you the result of "finding humans" or "knowing the location of humans" :)

  • @arrowsdev
    @arrowsdev 19 дней назад

    i have made a goap implementation too and it works pretty well , but my confusion is with pre condition, currently my setup if the action has let's say two pre conditions that are not met by single action everything fall a part , like how do you account for that case ? because if the pre conditions are not met by one action means every pre condition should be considered a goal and we run the planner for it to get a plan for it so we get a sequence of plans and that makes things pretty complicated to me so what i want to ask is do you think i over do it ? like from design perspective i should when i am making the actions objects i should make sure this never the case like if there an action needs condition1 and 2 then there should be an action that has the effect1 and 2 so planning works as dominos and hooking a sequence of actions become much much simpler plus i would really appreciate your thought on my setup if you have time : ruclips.net/video/4B6-KEeXjnE/видео.html thanks much love

    • @blackshinobi956
      @blackshinobi956 19 дней назад

      I really like that you've implemented it using the gameplay tags, I think that makes a lot of sense! I've seen implementations where people have to preconditions required for a goal and it works, so I don't think you're over complicating it. I think you'll have to rely heavily on weighting, so I'd make the actions with 2 preconditions cost less than actions that have one. I also think with the right combination of branch statements you can set priorities as you need, it just takes time to figure out. Hope this helps!

  • @Slackersink1
    @Slackersink1 19 дней назад

    Thank you! I've been thinking about the larger game I'd like to make and how I could set NPC jobs. This might be a good way of doing that. I'm glad you're posting again, I enjoyed your early state tree vids

    • @blackshinobi956
      @blackshinobi956 19 дней назад

      That's very encouraging to hear, glad this helped!

  • @Bretjp
    @Bretjp 21 день назад

    nice clip but the zoom effect on screen makes it hard to follow

  • @blackshinobi956
    @blackshinobi956 23 дня назад

    🎓Go to my sponsor snhu.edu/Shinobi and learn how you can get started with a Game Development degree!

  • @Åñcîeñt_D_Crèé
    @Åñcîeñt_D_Crèé 29 дней назад

    its not a wast of time it a wast of money it keep you paying out to get new system and update's to run the UE 4.01 to UE5.5 software smooth over the years engine update alot you needed better pc or laptop. i just got use to it but getting a job in the UK is a nightmare even back in 2008 it really bad for money and try to keep what you saved up over this years is hard with the UK laws tell you cant fight back and you have let them robber's get away with are stuff or we get lock up if we take matters in are own hands. hell they mite be looking at my comment right now haha

  • @kelosrobi3770
    @kelosrobi3770 Месяц назад

    Niceness! I'm making a Turn-based RPG, so I'm using blueprints. It's really about how much the AI needs. >3 actions or simple actions, use blueprints, 3-7 is easy in states, everything else should probably be a tree. Like my base enemy class doesn't use a tree, but my boss child class will probably need a tree, because it needs to act with more strategy, and sometimes control the other enemy's. Might just add the tree to my base tho, who knows. Not hard to dump half a dozen events into a tree.

  • @leonlysak4927
    @leonlysak4927 Месяц назад

    Dude ive been binging your videos. Appreciate the authenticity and insights i dont really hear elsewhere. That video explanation you gave on world partitions was the best ive come across and i watched at least 12-13 today trying to wrap my head around the principles

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Thanks for the feedback! I appreciate you watching.

  • @leonlysak4927
    @leonlysak4927 Месяц назад

    I dont think enough people realize the weight of what you're saying when you say "do it however you can" and "there's going to be times where youre just going to have to live with imbalances". It's so true dude. Its true for doing anything big with your life

  • @leonlysak4927
    @leonlysak4927 Месяц назад

    Hands down the best explanation and breakdown of the World Partition system in UE5 as of 12/16/24. Thank you <3

  • @ungwungboozia8797
    @ungwungboozia8797 Месяц назад

    I had to start my project over 2 years ago because of the same reason, and dealing with it now, I been telling myself to switch to SSD but I'm a procrastinator

  • @dobrx6199
    @dobrx6199 Месяц назад

    version control 😳

  • @immitatedone1511
    @immitatedone1511 Месяц назад

    Heh your life sounds like mine. Family with 2 kids, 2 jobs and end day time for dev. First game is up on Steam dough! It sucks! BUT ITS MINE :D

    • @calebpagan2226
      @calebpagan2226 Месяц назад

      What game?

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Right! At least you did it lol

    • @immitatedone1511
      @immitatedone1511 Месяц назад

      @@calebpagan2226 I am a bit torn now must admit. I don't want to self-promote on someone's channel - and its a free indie game so you know, who gives a fluff - but the channel owner also liked your comment so now I don't see the reason not to tell you. Its called ETO and it exist only for me to learn game dev (the whole journey from the fist letter to publishing). You are free to check it out if you like when it comes out and judge/comment/suggest/whatever. Bare in mind that I am aware of soo much issues that need to be fixed but like @blackshinobi956 have a swamped life with 2 kids and 2 jobs. There is just not enough time for me to burry myself into polishing and fixing all because then I will be working on this single blunder of a game for decades. XD

    • @leonlysak4927
      @leonlysak4927 Месяц назад

      Hell yeah dude, love it

  • @DieAxtimWaldeImSpieleWald
    @DieAxtimWaldeImSpieleWald Месяц назад

    I just got started with UE5 a while ago with no coding or game dev background at all and I have to say it's more than just amazing. And while I do have a day job, I always look forward where I have full days off, weekends and holidays alike. Sure - and that's my opinion as a beginner - quitting the day job and giving up your whole life so to say isn't a good idea or even a good suggestion. However, when new to game dev, such as in my case, I appreciate it to have as much time at hand as possible. For a simple example: I want to do some level design and add a new mesh to the scene that makes me think "Hmm, wouldn't it look awesome when it would look like <that>?" and an hour later I am still fiddling around with materials or textures. In any way, UE5 feels like a drug to me. On days off I get up, do the usual things I do in the morning (like feeding the cats or brushing teeth) and as soon all that is done -> start my project, continue working on it. And what goes for tutorials in my opinion: Yes, if you follow them without the plan to understand them sooner or later, those will be just tutorials. However, and I am speaking from my own experience, over time and with a bit of a dedication and interest in all that stuff, you'll find out what the heck you were doing and what was once "a tutorial to follow" becomes a "wow, NOW I get what that means/that is for/what I was doing/etc". Having understood BPi's and event dispatchers so far, the thing I currently struggle the most with understanding is line/sphere/whatever trace to implement things such as foot step sounds on/in different surfaces. Besides all that: Nice video, appreciate it. Very grounded, motivating and inspiring. Thumb up and sub left.

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Thanks for sharing you're experience as a new dev. I can relate to everything you said. Keep working and enjoying the journey!

  • @donduck1
    @donduck1 Месяц назад

    good video Lesson 11 take breaks no one works everyday

  • @stateofart5302
    @stateofart5302 Месяц назад

    oh you are not an hokage. you are still a man, enough here.

  • @LitAngelo
    @LitAngelo Месяц назад

    Lesson #6: Acquire Skills - definitely a key to success.

  • @SamuTheFrog
    @SamuTheFrog Месяц назад

    Love how real you are bro. Don't over sensationalize your stuff or make it seem dramatic or crazy. it just is what it is. I really appreciate that type of content creator.

  • @CobraCode
    @CobraCode Месяц назад

    Great lessons! I also absolutely agree with not quitting your job just to make games. The grass is always greener on the other side and you might imagine that you're gonna get more done with the pesky day job out of the way. But not having the safety net of a steady income cause a lot of anxiety and having too much pressure to make money can lead you down the wrong path. Not having a job anymore also isn't gonna magically make you more disciplined or motivated either and you'll have to be really good at managing yourself.

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Definitely, I'm still trying to figure out how to be more disciplined with this 😆 I appreciate your input!

    • @CobraCode
      @CobraCode Месяц назад

      ​@@blackshinobi956 You're doing great :) Wasn't directed at you specifically but I meant it in the general sense talking about our human nature. In my case I thought I'd get much more done after becoming self employed and quitting my day job, but in the end it doesn't feel all that different. Most days I end up disappointed that I wasn't even able to finish half of the things I had on my task list.

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Thanks for the encouragement Cobra! I definitely fantasize about being self employed, but its good to know the same issues still exist. I appreciate the realism

  • @Dporticus
    @Dporticus Месяц назад

    Not trying to brag but I'm pretty sure I am the world record holder for the game at 6:04

  • @lukassizemore8102
    @lukassizemore8102 Месяц назад

    You make a great point on the take a course route. There are a lot of great youtubers that put out great content but nobody can learn a system in unreal in 20 minutes. You'll need 1hour minimum to scratch and get a general idea of what a system is. Courses allow for that polish and time to be taken to properly learn things. Coba Code makes a ton of great 2d/2.5d courses that are on Udemy.

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Definitely! 20 minutes is rarely enough time. I still need to check out Cobra Codes Udemy courses

  • @CRUMVIII
    @CRUMVIII Месяц назад

    Honestly, I think doing game development while also having a job is actually the preferable option. Because, yes if you're full time game dev, you'll get more done. But unless you have plenty saved up on the side to sustain your daily life, eventually you're gonna run out of savings to continue that full time dev life. At least that's been my experience so far.

    • @blackshinobi956
      @blackshinobi956 Месяц назад

      Great point, thanks for pointing that out!