- Видео 8
- Просмотров 175 283
WheezyWorks
Добавлен 2 янв 2023
Hey! I'm a software engineer working as a consultant by day, and working on making games in my free time. I'm currently documenting my work on a voxel based RPG game focused on building & collecting.
Disclaimer:
I currently work as a consultant at Microsoft. The views and opinions expressed on this RUclips channel are solely my own and do not represent the views or opinions of my employer.
Disclaimer:
I currently work as a consultant at Microsoft. The views and opinions expressed on this RUclips channel are solely my own and do not represent the views or opinions of my employer.
Adding World Generation to My Game
Welcome to the 4th instalment of my indie game devlog series, in which I'm documenting my progress of making an open world building/survival game in Unity.
In this devlog, I cover the work I've been doing recently on adding procedural generation to my game. I hope you enjoy!
== Music (sourced from Epidemic Sound) ==
- The Crossing of Time - Gavin Luke
- Whispers of the Wasteland - Victor Lundberg
- They Never Knew - Madison York
- Bonnie and Clyde (Instrumental Version) -- Roy Williams
- The Forest Grand - Trevor Kowalski
- Letter to a Friend - By Lotus
- Auld Lang Syne (Smooth Jazz Version) - One Man Quartet
== Free Assets Used (sourced from Unity Asset Store ==
- City People Lite: assetstore.unity...
In this devlog, I cover the work I've been doing recently on adding procedural generation to my game. I hope you enjoy!
== Music (sourced from Epidemic Sound) ==
- The Crossing of Time - Gavin Luke
- Whispers of the Wasteland - Victor Lundberg
- They Never Knew - Madison York
- Bonnie and Clyde (Instrumental Version) -- Roy Williams
- The Forest Grand - Trevor Kowalski
- Letter to a Friend - By Lotus
- Auld Lang Syne (Smooth Jazz Version) - One Man Quartet
== Free Assets Used (sourced from Unity Asset Store ==
- City People Lite: assetstore.unity...
Просмотров: 21 187
Видео
How I'm Trying To Make a Game Part Time
Просмотров 9 тыс.Год назад
I'm currently working on a voxel based building game whilst working as a fulltime software engineer. I do this purely in my free time so thought I'd give a behind the scenes look at what goes into the main devlogs that I make. It's part "day in the life", part "devlog". I hope you enjoy.
Is My Dream Game Possible to Make?
Просмотров 76 тыс.Год назад
This is the 3rd devlog in the series in which I'm documenting my progress making a full game in Unity. This episode is a few months on from the previous, and it's focused on some of the recent hurdles that have been making me question whether my game idea is actually possible. Anyway, I hope you enjoy! = Music = - Last Words - Jon Bjork - Immersion - Gavin Luke - Praise You (Radio Edit) - Fatbo...
Exploring the Metrics Behind My First Devlog
Просмотров 920Год назад
This video is not intended to be boastful. Before I started, I was always looking for this information, so after finally stepping foot in the arena, I thought I'd share everything I've learnt in a hope that it provides useful insight to anyone else considering starting. I was initially hesitant to make this in case it was perceived the wrong way, but I think it could be useful for some people. ...
Building My Dream Home Game Studio
Просмотров 1,2 тыс.Год назад
I work from home as a software engineer and part time indie game developer so my office is super important to me. I recently moved house and got to start with a blank canvas to create my dream home development studio. I decided to make this short video documenting the process. I hope you enjoy! Track List (all music sourced from Epidemic Sound) 1. Electronica the Witch - Andreas Dahlback 2. i g...
Every Game I’ve Ever Made
Просмотров 8 тыс.Год назад
Hey everyone, I was recently reviewing some old games I made and realised there's a lot of stuff sat on my hard drive that took me years to create, but wasn't being shared with anyone. That seemed like a waste, so I decided to make this video demonstrating every game I've created on my indie game dev journey so far. All games were created part time around a very busy work-life schedule. Slightl...
Making an Open World Building Game | Devlog 1
Просмотров 16 тыс.Год назад
Hey everyone, this is my second game devlog in which I document the journey of creating more building functionality and implementing a modular inventory system for my voxel building game, built using Unity. I hope you enjoy! Any feedback/suggestions are welcomed! Chapters: 1. Introduction: 00:00 2. The Building System: 00:17 3. Adding Objects: 02:24 4. Designing an Inventory System: 04:36 5. Le...
Diving Into the World of Voxel Game Development | Devlog 0
Просмотров 42 тыс.Год назад
Hey everyone, this is my first gamedev video in which I document the starting process of my first attempt at a complete indie game in Unity. Any feedback/suggestions are welcomed! Some tutorials used: - ruclips.net/video/h66IN1Pndd0/видео.html&ab_channel=b3agz - ruclips.net/video/1jHUY3qoBu8/видео.html&ab_channel=Imphenzia Chapters: 1. Introduction: 00:00 2. The First Voxel Game: 01:20 3. The E...
Suggestion for testing (if you want to go this route) : Set up an MC server, and load in chunks from that, while filtering through or converting only blocks you are interested in, and ofc set vertical block limits, to build up your world. This would give you market-established world generation to test/code your traversal/gameplay/invisible blocks. Then, once the fundamentals are set, replace the MC server with your own generation :)
Hi! I'm a business dev based in South Africa (with a keen interest in gaming dev), and had a dream about a voxel-based top-down game two nights ago. I searched RUclips for elements I saw in my dream and came across your project. Well-freakin' done, it looks great! I'll be keeping a close eye, and feel free to reach out...as maybe you would like some of my idea's, especially for the multiplayer aspect. Keep up the great work!
Thank you! Appreciate it. It’s cool that you discovered it that way. I’m surprised there’s not already more like it in this genre to be honest
This is more or less my life, although I have no dog, and no pretty lake around. But I also work as a consultant and work on my game around that. I just also have two kids that require attention. Progress is slow, but it is there. Nice video.
Awesome to hear. Slow steady progress is the way! I almost think there’s something powerful about limits on your time that makes you more efficient. I’ve also had a kid since making the video so can relate somewhat…
@@wheezyworks My game is even about my daughter ;)
Very cool, want to make something similar myself!
Hey ... want a team up ?? Its my goal to
Can you make setup tour?
I made a video about the build process of this setup a while back. Might do an updated one though at some point
quite rem;inds me of dtronghold crusader
Hi there, keep it up
Game looks rather nice visually. You know, while I like the approach you went with with the walls and ceilings in the end, and I think you made the right choice, it didn't have to be that complicated if you didn't want it to be. Just wanted to put that out there for any potential novice gamedevs that might run into the same problem and also consider dropping their project because they lack the skill to come up with a system like you did. No need to give up! There is simpler alternatives. Alot of the isometric games from the late 90s simply had the player manually control camera height by level to hide and show stuff as and when required (and those games didn't have the advantage of the ability to rotate the camera seems as they were sprite based rather than voxel based, which would make this approach even more practical). It was definitely a bit clunky, but it did work. You could take a look at any of the classic X-Com titles as an example of this, off the top of my head, but other games took this approach too.
0:30 yeah that is so relatable
What mic you do use?
Shure SM7B
good content man, subbing to keep you motivated and to see more comming
Appreciate it! More is in the works.
Love to see that apex pro keyboard, amazing imo.
Yeah I love it. I spent a small fortune on another custom keyboard and I still go back to it all the time. The only thing I wish I could change is the cable
@@wheezyworks Same!!
Just saw this recommended on my feed and wow man we have similar game projects! My project is basically mix of Minecraft Dungeons and Terraria and I have a dilemma on what to do with the building system and oh my god I have never thought of that way, this video is the perfect solution! About your walls problem... I figure it out by basically use the scroll wheel to manually adjust how you see the height level of the blocks. (As you scroll down, the blocks on the top Y-Level disappears downwards until it reaches the players feet) And then I quickly realize that manually adjusting the height view back and forth is annoying and your solution feels better lol. Edit: I just watched your latest video and I think the scroll wheel solution is useful for navigating tall mountains!!
Interesting! It’s cool to hear you’re working through similar challenges. Its a difficult design problem for sure. The scroll idea could be nice, especially on the terrain yes. I may explore this - I was trying to figure a way of seamlessly being able to toggle/adjust this as you move around.
Creating a shader that turns blocks alpha down sounds a lot more performant then reloading chunks. Also easier to animate or add any other pretty visuals. Because these jumps when blocks disappear don't look good
Indeed, but unfortunately I need to calculate this anyway to factor in how it impacts build controls etc when walls aren’t shown. This made things challenging
There is a rogue-lite dragon survival game for PSP, where player roams the map, eating knights and stealing princesses. It is really dated now and requires emulator, so yours could have been a massive success on Steam and phones.
Interesting to know! I will have to do some digging. Always thought it would be fun as it’s not something I’ve seen done yet.
Your shadows have two issues: their are noisy making impression of ripples on the surface of deep dark water; they don't fade with the square of a distance, so when the sun hits horizon, a shadow from a tiny tree scales entire world! I suggest to just once calculate the occlusion map, and then update it as the cells get modified. Otherwise good solutions to non-trivial problems.
Yeah good observation on the shadows, I’ve been trying to address this just recently, as until now, I’ve very much neglected the lighting. Thank you for the recommendation! I will look into this. Much appreciated.
Your video is an interesting glimpse into what my life could be. Currently working in IT operations with the goal of moving into a DevOps role, pursuing game dev as a hobby. Thanks for sharing.
That’s awesome to hear! Best of luck with your journey 🤜
Hey! I love your project, can you play Elden Lands map for yourself?
really cool project dude! hey, which method you're using to render voxels? are you using greedy mesh, marching cubes or something like that?
Really late response here on my part (apologies) but at the moment I’m not doing anything too crazy other than removing/hiding faces. Because of the fixed isometric view, I can hide a lot. I am experimenting with shared vertices but it makes texturing a nightmare. I will probably go down the Geedy Meshing route. Right now I’m experimenting and focusing on performance. Next devlog should cover this more.
I LOVE that water shader, how did you make it and I think that would be a great tutorial. lots of games need water and I haven't seen tonnes of good tutorials.
I'm glad you like it! To create it I followed this tutorial: ruclips.net/video/MHdDUqJHJxM/видео.html&ab_channel=BinaryLunar (I made some slight adjustments but that should get you on your way)
@@wheezyworks thanks! and keep up these devlogs they're really good
@@ThatOneUnityGamedev thank you, I appreciate it!
I can see how changing your game would be a game-changer
Hah. I intended it as a bit of a joke/genuine play on words but I think it comes across a bit sarcastic so I've changed it for now.
looking great
Any update of game is game changer (literally)
Yeah I intended it as a bit of a play on words but I'm not sure it comes across great so I've changed it for now.
For the issue when voxels are blocking the camera, you should just use a see-through shader which draws a big radius around the player and doesn't render blocking that radius. You can also scale that radius how you want or for different scenarios. There's quite a few tutorials on shaders like that
This is a nice idea, but the only problem is I need to the voxel visibility to be calculated on the CPU so I can do things with it, like building etc. Haven't figured a way around it yet that merges the ability to build through transparent meshes without doing heavy work on the CPU.
This is interesting , I had a slightly similar idea for a concept of my own dream game which I have in my head. Which was if rim world and the sims combined basically. Still learning stuff , so I can't implement much yet. But I honestly thought it wasn't possible. BTW just an idea that is probably not useful. But I noticed you have small objects that are not the same size as regular voxels in your game . In a mincraft mod and games like vintage story there is the chisel which allows you to create objects that go beyond the usual appearance. What if the player could create these objects giving them functions . Like a chair for example , pretty simple, make a custom chair appearance and have it inherit the properties of the base chair... (kind of like platos concept of the world of forms only real because its in a video game) A table which I saw you have in game could be customized as well. Might go beyond the scope of what your doing or be practically impossible as I havn't But thanks for doing this I will be following your progress as I imagine if I try to make my dream game the struggles will be similar
Thanks for the feedback. I'm not familiar with the mod/game mentioned but it sounds like an interesting idea (particularly around the inheritance and creating new things). I need to be careful with my scope though here! But we'll see.
+++
Very cool project! You probably already considered it, but adding an over the shoulder camera mode or even a first person mode (toggleable) could be a fun way to solve the terrain hiding issue. I think it would be cool to walk into a mountain valley/chasm, then pop into over-the-shoulder mode to get a real sense of the scale (and explore it properly).
Thank you! Ah yes, I go back and forth on this quite a bit. I quite like the idea of having a 3rd person controller, and I may add it but I’m not sure yet, would completely change the game. I will have to prototype it once the gameplay elements are in and see. Thanks for the feedback!
9:23 cant you just make a occlusion culling cone that starts from the player that hides the voxels? Why hide lots?
Yeah it’s a good alternative - I did it this way as a stylistic choice, so you could visualise the interior of buildings etc (if you only had a small window in it could be annoying). It’s not final though, I will make some improvements to how this looks (such as fading and shadows).
Wonderful. Absolutely.
Thank you 🙌
My biggest issue with the project so far, is the jarring aestethic difference between the cubic terrain and the varied lool of the doodads and character. I realise non of the art is anywhere close to final, but I'm just wondering if the game would be better served with smoothing your terrain? Voxels behind the scene, but "realistic" terrain visually? This would also get rid of the "jump simulator" issue and could even improve building aestethics by adding tiny variance to placed blocks of the same type.
This is good feedback. I agree! My intention is to add variance to the terrain voxels so they don’t have perfect edges and corners, but still retain their overall uniform sizing and roughly resemble cubes. I will also be modelling the assets myself so can try and work on blending the styles a little bit. But we will see. Thanks for the feedback!
May I suggest you raycast a cylinder from the camera to the player and hide (or make transluscent) any blocks that collides with said cylinder that are at player Z+1 or above (presuming Z = height). With that, you would have a field of view just and only around the player and you can control the cylinder's width making bigger (for the player's build) or smaller (say he's in a cave without a light source) Instead of sectioning the entire world.
It’s a good idea. I’m torn on this though. It was partly a stylistic decision to hide the wider areas, so you could visualise the interiors of buildings etc. I can control the light as it doesn’t remove the object, it just hides it but still blocks light. Performance is a challenge though as I’m doing it on the CPU and not using shaders. I’m wondering about making it toggle-able or just prototyping it to see. But we will see!
Instead of having to flatten out the terrain. What about generating an invisible copy which is more smoothed out? That way visually you get the blocky look but what the player is walking on is actually a smoother transition.
This is an interesting idea. I actually am planning to do some work to remove the blocky look but not entirely, sort of a hybrid approach. So still having voxels, but have variance and not perfect cubes. Having fully smooth terrain is a good idea though, but there’s something simplistic about the world being made of blocks that I just like - I think it’s easier to visualise and measure when building etc
@@wheezyworks Have you looked into Wave Function Collapse? Information is a bit sparse but I've seen people create a hybrid system that keeps the blocky look while still including "ramped" sections of the terrain.
do you have a discord server? i saw one guy ask about seeing the code and i'd be interested in giving my opinion aswell
No, not yet - but I’m planning on setting one up in the near future, will hopefully post about it soon. Would definitely be great to discuss the code!
it looks brilliant, i've been struggling a bit with my game since i moved to unreal i no longer trust unity so unreal engine it is for me ... glad you are making a tone of progress!
Thank you. And yeah, quite a jump to make! Best of luck with your game!
I think an auto jump for 1 tile is a must. Minecraft can be annoying enough in first person constantly jumping that they added an auto jump feature. With a game with this perspective it would be difficult to play without
such a cool idea, loving the progress! keep it up!
Thank you!
Looks awesome! Are you doing anything to optimize rendering so many objects at once?
Thank you! I’m not doing anything special at the moment other than disabling shadows and a few other bits and pieces. Next iteration/devlog should cover that more extensively as I need to overhaul a few things relating to performance. Also, good to see you here! I’ve been watching a few of your videos recently also.
@@wheezyworks Hey that's awesome! What a small world haha. Looking forward to more vids in this series!
At 6:09 it's suddenly beautiful. Looks like a world worth exploring.
This looks fantastic! Very pleasing - you could generate small environments and have them stand as little art pieces on their own.
Ah yes, I like this idea! Could be a cool concept
Awesome devlog, and great seeing you back in action! :-D And I have to say, as soon as you introduced your hills together with more flatlands, it all seemed way more natural and better looking. Nice job. Looking forward to the next one!
Thanks man! It’s good to be back. Great to see you here as always.
I think you should definitely add an auto jump feature for 1-block high jumps, as well as maybe a climb for larger ledges.
Agreed, I like the climbing idea too!
@@wheezyworks Yeah, I think it should also be automatic as well. It would be very satisfying
Amazing solution to the terrain!! Love it. A few things I noticed: - no shallow waters in the newest generator. though the deep ones are also cool... what are your future plans? what about rivers? - hiding the whole hill you are behind. how about clipping the overlapping section relative to the camera? I think other games use it too, some for clipping the player rather than the terrain though (clipping when to switch to a silhouette) - foliage sprintes. I think your game could actually benefit from shelling (due to fixed camera angle). Acerola relently made a great video on this subject named "How Are Games Rendering Fur?" where he showcases its broad useability. Keep up the great work, always looking forward to the next vid 💪
Thank you! And I appreciate the feedback. I wanted to add deep water for effect, I wanted the world to look nice but have an element of danger. But you raise a good point. Not sure yet on this. The problem with hiding the terrain is that I need the building and other controls to work through the hidden terrain, so one way or another, I will need to calculate and store which voxels are in this “hidden” group. But this is an ongoing thing I think about. Regarding the last point, I’m not familiar with shelling, I will check that out, thank you for the recommendation!
To solve the jumping issue, lift your character's collision box up by 1 voxel so it doesn't cover his feet. This will let you move into 1-voxel-tall ledges. Then slowly push up the player when they are inside a block.
That’s a genius solution that hadn’t even crossed my mind at this point. I would expect nothing other than great solutions (and possibly burgers) from you though! Thank you and it’s great to see you here 🙌
That icy terrain at 2:50 looks siiiick