Not loving the Hot wheels track just dose not make sense for a start the whole jumping and stuff is part of the nostalgic fun and what makes it harder to speed run the game second the car is well dead the toy story universe is toys that are alive they all have faces and personalities so wouldnt this hot wheels car also be alive so it should have a face ? and there for you should have to ask it for a ride ? also the fact the track is just floating there just looks stupid anyone thats used hot wheels knows you need hella supports especually for floating sections even the cars them self are heeavy enough to brake them with out support am sorry but its clearly just not been thought throw at all
I have a suggestion for the Hotwheels track. In order for it to "make sense" how the car is moving in a straight line or upwards on its own, you could add some of those motor bits that come with tracks that shoot the car along the track. As for this custom level, why not have it be the whole "Woodies Workshop" level that was a rumour going around about the game that wasn't true? Where you have to collect 100 coins in the first level and give them to Hamm. Although instead of 100 make it just be the maximum amount of coins you can get in that level. I think I read somewhere that it was 97? Or just the max amount of coins you end up putting in the level.
We'll just pretend that this game is a retelling of the movie from Rex and that he is embellishing a lot of things, such as deadly toxic waste in the basement haha
@@Level_reDesign Maybe you could always say it's just one of those slimes that were popular? I remember one was Gak and it could get runny if you just left it. Or it could be like one of those liquid sour candy containers, since the citric acid in those would probably be bad for a toy with electronic parts?
Looking great Zach, a friend of mine had this game when I was a kid and always thought it looked cool but then later on in my life saw that it got mid reviews. Can't wait to try this game out of myself once you're done with it and see if those reviews hold water.
For a custom level, I always thought a factory/ manufacturing level between the construction site and Alleys and Gulleys would have been cool. There would be a mess of conveyor belts, a lot of the hazards from construction would return, you'd have the unique verticality that this game is known for, and you could easily put together the room structure the rest of the levels have. My big dream would be a "Woody's Roundup" level where you could play as Woody in a level based on the TV show who then unlocks as a playable character for the whole game after you win the game, but that would be all kinds of new work that I wouldn't expect.
Wow this is such a great project! I loved this game so much when I was little and have sat down and replayed it from start to finish a few times as an adult.
when you complete Andy's neighborhood, you should make a low poly version and make it so we can see it through andys window. I used to always try to look out andy's window to see the next level when i was a kid
Interestingly, poly count isn't our issue with performance. It is lighting. So we could probably just have the visible assets from level 2 just loaded into level 1 lol. This is helped a lot since we are going for a mid poly art direction instead of high poly
It looks so great that I almost cried with joy because it looked so good, and I can't wait for a game from my childhood to be given a new lease of life 🥰😍🙏
A few level ideas that would be great: -Yard Sale in the front yard (when Al steals Woody) -Crossing the highway to the toy store -The vents and elevator shafts in Al’s apartment -Al’s Toy Barn -Pizza Planet truck and city when the gang is chasing Al to the airport -Airport Baggage Area
Thank you so much for being so in-depth and explaining what each behind-the-scenes process is. I really appreciate learning the gamedev side of things beyond seeing the end result.
Outstanding work and attention to detail! I love watching the recreation process of classic games; it shows the passion and brilliant thought process. Would totally play this remake.
This project brings back memories, you are doing great! Keep up the good work! Regarding the brick wall in the garage, maybe parallax occlusion mapping would be something to look into instead of creating models. That would also be less taxing on the performance than modelling every single brick.
So cool with these updates, dude!! If I may make a small suggestion, with the glow-in-the-dark, maybe you could trigger a fade from a value of 0-1 to make the transition between regular and dark areas seem smoother. I mean, assuming this isn’t going to be polished down the line, but in any case, I’ve been thoroughly enjoying this!
Yeah, the glow in the dark definitely will be fading when I'm done with it! I'm going to update it to use an actual shader to do this, but for now, it is just a basic texture swap done on a single frame!
You are a legend! Thank you so much for all your effort. I loved this game so much as a kid. I can’t wait to experience it soon with this incredible graphics.
If you want to be authentic you have two options for the hotwheels car to use. First one is called "the Red baron" it is very rare hotwheels car and it is the one used In the first movie In the "falling with style" -scene where buzz is flying around the room. The second option is from the end of toy story 2 when jessie skates down the hotwheels Track to open the door for Buster. The car used there is a miniature moddle of the car that emily (Jessies previous owner) had In the flash back scene. Just an idea but wanted to share my idea. Love the project!
I'm am very hyped to see new content from you on this, one of my favorite games and I would have never imagined it to be remastered! I always thought it had very good music and atmosphere. A small and silly question, what would be your lore explanation for Andy having a Chernobyl-level hazard in his basement XD?
There are a lot of funny ways to explain it, but to keep it Disney Safe, I have been saying that the reason some things don't make sense is because this is a retelling of what happened according to Rex, so some details are exaggerated. Ratchet and Clank 2016 did the same thing by having Quark be the narrator. They did it because Hollywood kept rewriting the tie in movie, so they could have things slightly wrong and it still makes sense since he isn't reliable lol
I cant wait till your done i want to play it so bad. Ive gone back and played so many ps1 games on emulators from games ive owned and played when I was young and this one was one of my favorite! great job so far you are amazing at game design! :)
I love it! Can’t wait for this to fully release! Do you think you will be able to port this for console as well? Or just PC? Either way keep up the good work!!!
Obviously it will be PC only. To work on console "legally" he would need to get the licensing from Pixar, Disney, and etc.. Otherwise Sony, Microsoft, and Nintendo won't touch it. If released for free on the internet for PC, then he can skip that BS all together!
Yeah, this is pretty much spot on. I would love to even get it uploaded to my own Series X to see how it performs, but you have to get permission to even get the Xbox plugin that integrates with Unreal Engine.
Here's an idea, give the ground-poundable nails coins to spawn. Along with a new task/token in each level for collecting all possible coins. As an avid collect-a-thon player it always disappointed me that there was no credit for collecting all the coins in a level.
Just my 2 cents…. I would seriously consider toning down the emissive on both Buzz and the whole basement ooze, and bring back a lot more of that natural colour and light to the basement. It’s screaming industrial sci-fi nuclear accident right now 😅 poor Andy! Also, a subtle gold glow around the pizza planet token could work nicely! Absolutely loving these videos. Behaviour trees are my jam!
Totally agree! I had it this bright before lighting was done to make sure I could actually see in dark corners. Our artist wants to completely retexture Buzz, so I will re do the emissive glow at that point!
I agree! And the "ooz basement" is just too bright. I would only allow the glow to affect the ooz a few inches around the ooz. Making the basement more "spooky." And just adding enough light to point you in the right direction.
Yeah, when we do the retexture on Buzz, I will change the glow in the dark to use a shader that can calculate that and fade in the glow. Right now it is just an instant texture swap
I went into this was very little knowledge of how to make enemy AI. I had coded some of the enemy stuff on my first game from about 4 years ago, but they were simple and terrible haha
It's definitely been a challenge but it's so fun, I love when everything just starts working after hours of work 😌 definitely makes the effort worth it
For the brick texture I'd crank up the normal map values and you can add a bit more depth. That texture itself isn't really good. Same with the wood one personally.
For small objects/toys that have no function I think having physics enabled on them make them feel much more fun even if you don't use them for anything. Like a soccer ball that can roll around if you push it
Wonderful work! This is amazing stuff. Maybe this is the die hard fan in me but buzz runs in a very specific way. His run cycle here looks different. It would be cool it his running was made to be more accurate, Otherwise this is incredible
And in the next update, Buzz goes to infinity by crashing through your ceiling! Nah, just kidding. This is looking amazing! I love following its progress.
You should make an animation for buzz to get clotheslined by the door frame as he rides the hotwheels up from the basement lol. he already looks like he will slam into it and it would be pretty funny see as they didnt take collision or fall damage in the original. Looking forward to the custom level!
Hey! Absolutely love your work. I'm actually using your videos to help teaching some aspects of game dev to my son! Quick question if you read this; are there any ways to contribute to the project? And if not, are there plans to open the project to a VCS system in order to accept potential contributions? Cheers!
I'm loving the content you're making! Great job. I keep thinking about how updated graphics on the side of the screen would look in today's game. Maybe I could send you some png's and we could see how that looks? Thank you ☺️
The original game’s levels feel a bit static, with simple rooms around the house where not much is happening. A real family home should feel alive, full of movement and interaction between objects. Adding these touches could bring the environments to life. Introducing a stealth dynamic-like hiding toys and sneaking around to avoid detection-could make the gameplay even more immersive and engaging. Please consider
Yeah, I've actually been trying to figure why that is happening so badly for a few months now. I'm talking with a team at Epic to talk to them about it now actually, so hopefully I figure out what is happening.
I honestly can't say anything about the development of this game, I've never made a video game and much less a remake of a beloved game, so I can't say for certain how hard or even how true this is, but it seems like in every video, there are always a few things that you make that you say you're gonna fix later. Like you make something that's part of the game, but say that you're not 100% happy with it, and that you're gonna fix it later, but I feel like that would slow things down since, a lot of the progress just gets undone and redone better, so why not try to perfect everything at once, and come out the other end happier with the progress? Like I said, I don't know that much about game dev, I have made programming projects and web apps which is a wholly different beast. I'm sorry if this comment came out as hate, I love the project and your vision for it, and I'd love to see it get finished someday! Keep up the good work
Your comment isn't considered mean or hateful by any means. I fully appreciate constructive feedback or workflow suggestions! There are a few reasons that we make incremental updates to features. One is that often these features tie together some way, so you have to constantly go back and update features to make them work with another feature or mechanic. Another is that if I spend 40 hours making a feature perfect, then decide it doesn't work well for my design and have to change it, then it becomes more time consuming than changing a feature I've worked on for 5 hours to get the prototype/1st pass done to see if the design works. The 3rd reason is because it is important to get the game functional as soon as possible to see what is fun and what isn't. This kind of ties into reason number 2 where it slows down making a prototype quite substantially. Sometimes the feature not getting fully done is because I don't know how to do something yet. The enemies are an example of this where I'm still learning the AI behavior tree system, and I need to do more research on how to get specific things working lol
re: Hot Wheels track. Rather than moving Buzz's model to sit on top of a car, and then adding extra code to detail direction and stuff, wouldn't it be easier to make it so when Buzz jumps onto the track, we swap out his model for a version where he's stood on the car, meaning the car and Buzz are now one model instead of two separate ones?
Well I have to deal with direction anyways because Buzz needs to rotate with the track. The car is attached to Buzz with no actual Physics, so he automatically moves and turns when Buzz does. So the movement and direction code I was talking about was basically to move Buzz around.
I just posted this on another comment! "So, it doesn't translate super well on my videos because I usually have apps like UE5, Adobe Premiere, OBS, and like 20 internet tabs all open when working on the video. In a build though, this runs at about 80-110 fps at 1440p at the moment using a mid spec pc (Ryzen 2700x and an RTX 3060). My end goal is to hit 60 fps on my pc at 1440p. That will put this pc at acceptable performance in my opinion"
I get this comment all the time actually. Buzz and the environment are actually the exact same scale as they were in the original. I can 100% guarentee that. However, the scale does look different because of the new camera settings I'm using. A mix of having a different camera position, FOV, and many other settings makes it look differently scaled. The new camera is much easier to do movement with, such as climbing the tree in level 2, which is much easier to climb now. I have been asked to make an option to use the same settings as the original to look more like that one. I'm not sure if I will yet, but I've been considering it.
On the subject of combat *please* consider rebalancing some of the cowboy enemies if you ever get there. I hate how tanky they are in the original game and it really slows down what are otherwise some of my favorite levels in the game...As for the custom level, here's a random idea, what if it was something based on one of the other movies? Like I dunno a level based on Sid's house or something. Could be a fun concept.
Why not just bake the lighting in the level? In the process making the game a lot more pleasing because of bounce lighting, as well as fixing any skylight bugs in the process
I will say that we did pull Andy's Bed from KH3, but honestly, those assets are a little old at this point (probably made around 2017) and are not very efficient with their materials and textures, so Kyle remade the bed using it as a template!
Pretty much 2 people at this point, but there have been others that we have collaborated with. I'm doing 100% of the design and programming. Kyle is doing nearly all of the art. Animations for Buzz were done by Illia
Yeah, it doesn't make sense! haha. I'm explaining it away by saying that this is a retelling of Toy Story 2 from the perspective of Rex, who is exaggerating everything lol
Yeah, I was wondering this as well. I got the ooze asset the same day I recorded everything, so it can be fine tuned more. But it is still relatively dark once the camera gets in the corners. I'll fine tune the lighting in the basement to make sure it all looks good
fico imaginando vc fazendo a fase da loja de brinquedos, 50% de montar a fase é Ctrl C + Ctrl V que vc vai ter que usar pra duplicar os itens das pratileiras xD
will this game be playable? cause I'm worried you guys might have some legal issues with Pixar and this might get shut down as well as will you and your team remake the entire game or just this part?
At this time, we have only committed to making Level 1 and Level 2, which are Andy's House and Andy's Neighborhood. We have no comments at this time on the playability of the game in the future
Yeah, I've been thinking about making a copy of the project and updating it to UE5 to see how it would work. The issue is I have a couple of plugins that aren't compatible with 5.5 quite yet
Lol, I will say that his eyes will be open for my video in December, but I have some surprises with that too! Lol. But yeah, it does work in the game now haha
We specifically wanted this art style to stand out. So many games are going for the ultra realistic look on Unreal Engine to the point where many of them are starting to look uninspired to players. So we went with a mid poly art direction that is halfway between Spyro and Toy Story 2's art style.
Not loving the Hot wheels track just dose not make sense for a start the whole jumping and stuff is part of the nostalgic fun and what makes it harder to speed run the game second the car is well dead the toy story universe is toys that are alive they all have faces and personalities so wouldnt this hot wheels car also be alive so it should have a face ? and there for you should have to ask it for a ride ? also the fact the track is just floating there just looks stupid anyone thats used hot wheels knows you need hella supports especually for floating sections even the cars them self are heeavy enough to brake them with out support am sorry but its clearly just not been thought throw at all
Yeah, that actually has more to do with the fact that I record inside of the Unreal Engine editor so that I can make rapid changes really quickly without waiting for another build. In editor, it runs at about 40 fps on my RTX 3060 at 1440p with a few hiccups here and there. In build, I get about 80-110 fps with no dips at that same resolution.
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Not loving the Hot wheels track just dose not make sense for a start the whole jumping and stuff is part of the nostalgic fun and what makes it harder to speed run the game
second the car is well dead the toy story universe is toys that are alive they all have faces and personalities so wouldnt this hot wheels car also be alive so it should have a face ? and there for you should have to ask it for a ride ?
also the fact the track is just floating there just looks stupid anyone thats used hot wheels knows you need hella supports especually for floating sections even the cars them self are heeavy enough to brake them with out support
am sorry but its clearly just not been thought throw at all
I have a suggestion for the Hotwheels track. In order for it to "make sense" how the car is moving in a straight line or upwards on its own, you could add some of those motor bits that come with tracks that shoot the car along the track.
As for this custom level, why not have it be the whole "Woodies Workshop" level that was a rumour going around about the game that wasn't true? Where you have to collect 100 coins in the first level and give them to Hamm. Although instead of 100 make it just be the maximum amount of coins you can get in that level. I think I read somewhere that it was 97? Or just the max amount of coins you end up putting in the level.
every time you make a update. it just makes me want to play the old game again XD
I love how I never realized that Andy's basement just casually have toxic nuclear waste hanging around. No wonder all those toys are alive..
We'll just pretend that this game is a retelling of the movie from Rex and that he is embellishing a lot of things, such as deadly toxic waste in the basement haha
@@Level_reDesign Maybe you could always say it's just one of those slimes that were popular? I remember one was Gak and it could get runny if you just left it. Or it could be like one of those liquid sour candy containers, since the citric acid in those would probably be bad for a toy with electronic parts?
@distorteddivine3638 Good idea! Maybe retexture the "nuclear waste canisters" to look more like glow goo from a kids toy!
Nice! Love getting these updates on the progress of the game. It's looking great so far!
I'm glad you like the update! It's a lot of fun to work on this!
Looking great Zach, a friend of mine had this game when I was a kid and always thought it looked cool but then later on in my life saw that it got mid reviews. Can't wait to try this game out of myself once you're done with it and see if those reviews hold water.
The game is a childhood favorite of mine, but it does have some shortcomings. I'm trying to fix a few of those lol
For the garage bricks, it might be worth using parallax occlusion mapping.
This is so cool! I absolutely loved playing it as a kid and would 100% love to play it again with your updated graphics.
For a custom level, I always thought a factory/ manufacturing level between the construction site and Alleys and Gulleys would have been cool. There would be a mess of conveyor belts, a lot of the hazards from construction would return, you'd have the unique verticality that this game is known for, and you could easily put together the room structure the rest of the levels have.
My big dream would be a "Woody's Roundup" level where you could play as Woody in a level based on the TV show who then unlocks as a playable character for the whole game after you win the game, but that would be all kinds of new work that I wouldn't expect.
So amazing man. It’s really nostalgic to see that game in that level of detail.
Wow this is such a great project! I loved this game so much when I was little and have sat down and replayed it from start to finish a few times as an adult.
Man, I loved this game when I was a child & I really respect what you're doing here. Keep up the great work 🤝
when you complete Andy's neighborhood, you should make a low poly version and make it so we can see it through andys window. I used to always try to look out andy's window to see the next level when i was a kid
Interestingly, poly count isn't our issue with performance. It is lighting. So we could probably just have the visible assets from level 2 just loaded into level 1 lol. This is helped a lot since we are going for a mid poly art direction instead of high poly
Take as much time as you can idc as long as its an amazing polished game i would wait 20 years
I would love to play this! My childhood 🤩❤️
It looks so great that I almost cried with joy because it looked so good, and I can't wait for a game from my childhood to be given a new lease of life 🥰😍🙏
Instead of modeling out the brick in the garage, you could add a displacement or height map to your existing brick material.
A few level ideas that would be great:
-Yard Sale in the front yard (when Al steals Woody)
-Crossing the highway to the toy store
-The vents and elevator shafts in Al’s apartment
-Al’s Toy Barn
-Pizza Planet truck and city when the gang is chasing Al to the airport
-Airport Baggage Area
I think the yard sale is a really interesting idea!
Thank you so much for being so in-depth and explaining what each behind-the-scenes process is. I really appreciate learning the gamedev side of things beyond seeing the end result.
The commitment to keeping up with progress reports is so inspiring! Creating a custom level? So cool! Can’t wait to see what comes out of it.
Outstanding work and attention to detail! I love watching the recreation process of classic games; it shows the passion and brilliant thought process. Would totally play this remake.
Yeah I agree they’ve done such a great job with this
This project brings back memories, you are doing great! Keep up the good work!
Regarding the brick wall in the garage, maybe parallax occlusion mapping would be something to look into instead of creating models. That would also be less taxing on the performance than modelling every single brick.
I love how well it's going! I hope you know you can take a break anytime!
Another fantastic update to the game! The basement in particular is looking awesome
This is so good, I would love to play this it would bring back so many memories .....seriously amazing work!
That looks amazing id play it of course i still love thr OG game as it is id collect and play both
So cool with these updates, dude!! If I may make a small suggestion, with the glow-in-the-dark, maybe you could trigger a fade from a value of 0-1 to make the transition between regular and dark areas seem smoother. I mean, assuming this isn’t going to be polished down the line, but in any case, I’ve been thoroughly enjoying this!
Yeah, the glow in the dark definitely will be fading when I'm done with it! I'm going to update it to use an actual shader to do this, but for now, it is just a basic texture swap done on a single frame!
You are a legend! Thank you so much for all your effort. I loved this game so much as a kid. I can’t wait to experience it soon with this incredible graphics.
Another awesome Toy Story game on the Playstation is Toy Story Racer! You should check that out too!
If you want to be authentic you have two options for the hotwheels car to use. First one is called "the Red baron" it is very rare hotwheels car and it is the one used In the first movie In the "falling with style"
-scene where buzz is flying around the room. The second option is from the end of toy story 2 when jessie skates down the hotwheels Track to open the door for Buster. The car used there is a miniature moddle of the car that emily (Jessies previous owner) had In the flash back scene. Just an idea but wanted to share my idea. Love the project!
Each video I get more hyped up. Keep up the excellent work, I would love to play this sometime soon!
Loved seeing the progress on this project, but I also have to say you look soooo handsome in this video!
For the brick you could use a heightmap and use nanite displacement. It saves you having to model it.
I hated those stairs as a kid 🤣
It is very slow haha. I didn't show it in this video, but you can also grind down railing of the stairs from upstairs
I'm am very hyped to see new content from you on this, one of my favorite games and I would have never imagined it to be remastered! I always thought it had very good music and atmosphere. A small and silly question, what would be your lore explanation for Andy having a Chernobyl-level hazard in his basement XD?
There are a lot of funny ways to explain it, but to keep it Disney Safe, I have been saying that the reason some things don't make sense is because this is a retelling of what happened according to Rex, so some details are exaggerated.
Ratchet and Clank 2016 did the same thing by having Quark be the narrator. They did it because Hollywood kept rewriting the tie in movie, so they could have things slightly wrong and it still makes sense since he isn't reliable lol
@@Level_reDesign Oooooh, that's a good one! It would explain some of the more wacky stuff in the older game as well.
I cant wait till your done i want to play it so bad. Ive gone back and played so many ps1 games on emulators from games ive owned and played when I was young and this one was one of my favorite! great job so far you are amazing at game design! :)
The version on PS5 is fun because they added rewind and trophies!
Dude this is sick.
This is fantastic ❤
Oh a custom level? Off the top of my head, crossing the road is a highlight of the movie that would make a great addition to the game
I've gotten that requested a few times actually
I love it! Can’t wait for this to fully release! Do you think you will be able to port this for console as well? Or just PC? Either way keep up the good work!!!
Obviously it will be PC only. To work on console "legally" he would need to get the licensing from Pixar, Disney, and etc.. Otherwise Sony, Microsoft, and Nintendo won't touch it. If released for free on the internet for PC, then he can skip that BS all together!
Yeah, this is pretty much spot on. I would love to even get it uploaded to my own Series X to see how it performs, but you have to get permission to even get the Xbox plugin that integrates with Unreal Engine.
i am in love... nice work!
Here's an idea, give the ground-poundable nails coins to spawn. Along with a new task/token in each level for collecting all possible coins. As an avid collect-a-thon player it always disappointed me that there was no credit for collecting all the coins in a level.
I actually am down to add one extra token per level, but I also want a new type of collectable. This can be texture swaps and other cool things
Just my 2 cents…. I would seriously consider toning down the emissive on both Buzz and the whole basement ooze, and bring back a lot more of that natural colour and light to the basement. It’s screaming industrial sci-fi nuclear accident right now 😅 poor Andy!
Also, a subtle gold glow around the pizza planet token could work nicely! Absolutely loving these videos. Behaviour trees are my jam!
Yay, new video
I feel like Buzz''s glow-in-the-dark effect could be toned down a bit. It wasn't that bright in the movies.
Totally agree! I had it this bright before lighting was done to make sure I could actually see in dark corners. Our artist wants to completely retexture Buzz, so I will re do the emissive glow at that point!
I agree! And the "ooz basement" is just too bright. I would only allow the glow to affect the ooz a few inches around the ooz. Making the basement more "spooky." And just adding enough light to point you in the right direction.
@@Level_reDesignAlso make sure it fades in relative to how dark the room is. Actual glow-in-the-dark objects don't suddenly "turn on" like that
Yeah, when we do the retexture on Buzz, I will change the glow in the dark to use a shader that can calculate that and fade in the glow. Right now it is just an instant texture swap
Soooo cool, I started work on my game I was making too after almost a 6 month break , enemy Ai was what I'm working on now
I went into this was very little knowledge of how to make enemy AI. I had coded some of the enemy stuff on my first game from about 4 years ago, but they were simple and terrible haha
It's definitely been a challenge but it's so fun, I love when everything just starts working after hours of work 😌 definitely makes the effort worth it
Looking great!!
You really should find a team to make this game a reality, i would love to play it again.
You should make a Toy Story 1 or 3 game based off of this
I would actually love to make a game based on TS4. There is a lot that movie did wrong, but the areas could make fun levels
LET HIM COOK! Amazing!!!
looks awesome
At least third lvl gonna be fast to recreate
Yeah haha
For the brick texture I'd crank up the normal map values and you can add a bit more depth. That texture itself isn't really good.
Same with the wood one personally.
For small objects/toys that have no function I think having physics enabled on them make them feel much more fun even if you don't use them for anything. Like a soccer ball that can roll around if you push it
When we finish level 1, we do want to add more extra art to the level. Most will be static, but I do want the Pixar ball than can be pushed
Great stuff!
Wonderful work! This is amazing stuff. Maybe this is the die hard fan in me but buzz runs in a very specific way. His run cycle here looks different. It would be cool it his running was made to be more accurate, Otherwise this is incredible
Disney should really hire you and give you a team
And in the next update, Buzz goes to infinity by crashing through your ceiling! Nah, just kidding. This is looking amazing! I love following its progress.
I will say that in the next video, Buzz will finally have his eyes open after about 250 comments asking why his eyes are closed haha
You should make an animation for buzz to get clotheslined by the door frame as he rides the hotwheels up from the basement lol. he already looks like he will slam into it and it would be pretty funny see as they didnt take collision or fall damage in the original. Looking forward to the custom level!
Thank you
Hey! Absolutely love your work. I'm actually using your videos to help teaching some aspects of game dev to my son!
Quick question if you read this; are there any ways to contribute to the project? And if not, are there plans to open the project to a VCS system in order to accept potential contributions?
Cheers!
Radical!
I'm loving the content you're making! Great job.
I keep thinking about how updated graphics on the side of the screen would look in today's game. Maybe I could send you some png's and we could see how that looks? Thank you ☺️
Join the TS2 speedrunning discord server and ping me in the #TS2-Reassembled channel!
The original game’s levels feel a bit static, with simple rooms around the house where not much is happening. A real family home should feel alive, full of movement and interaction between objects. Adding these touches could bring the environments to life. Introducing a stealth dynamic-like hiding toys and sneaking around to avoid detection-could make the gameplay even more immersive and engaging. Please consider
Damn looks insane so far. Are we going to be able to play this?
Lools rly good but the TAA ghosting is just insane
Yeah, I've actually been trying to figure why that is happening so badly for a few months now. I'm talking with a team at Epic to talk to them about it now actually, so hopefully I figure out what is happening.
I honestly can't say anything about the development of this game, I've never made a video game and much less a remake of a beloved game, so I can't say for certain how hard or even how true this is, but it seems like in every video, there are always a few things that you make that you say you're gonna fix later.
Like you make something that's part of the game, but say that you're not 100% happy with it, and that you're gonna fix it later, but I feel like that would slow things down since, a lot of the progress just gets undone and redone better, so why not try to perfect everything at once, and come out the other end happier with the progress?
Like I said, I don't know that much about game dev, I have made programming projects and web apps which is a wholly different beast. I'm sorry if this comment came out as hate, I love the project and your vision for it, and I'd love to see it get finished someday! Keep up the good work
Your comment isn't considered mean or hateful by any means. I fully appreciate constructive feedback or workflow suggestions!
There are a few reasons that we make incremental updates to features. One is that often these features tie together some way, so you have to constantly go back and update features to make them work with another feature or mechanic.
Another is that if I spend 40 hours making a feature perfect, then decide it doesn't work well for my design and have to change it, then it becomes more time consuming than changing a feature I've worked on for 5 hours to get the prototype/1st pass done to see if the design works.
The 3rd reason is because it is important to get the game functional as soon as possible to see what is fun and what isn't. This kind of ties into reason number 2 where it slows down making a prototype quite substantially.
Sometimes the feature not getting fully done is because I don't know how to do something yet. The enemies are an example of this where I'm still learning the AI behavior tree system, and I need to do more research on how to get specific things working lol
re: Hot Wheels track.
Rather than moving Buzz's model to sit on top of a car, and then adding extra code to detail direction and stuff, wouldn't it be easier to make it so when Buzz jumps onto the track, we swap out his model for a version where he's stood on the car, meaning the car and Buzz are now one model instead of two separate ones?
Well I have to deal with direction anyways because Buzz needs to rotate with the track. The car is attached to Buzz with no actual Physics, so he automatically moves and turns when Buzz does. So the movement and direction code I was talking about was basically to move Buzz around.
GREAT WORK!!! but change the way buzz runs please ! it just keep runing everything for me haha
This looks soo good please optimize it so it can have good performance.
I just posted this on another comment!
"So, it doesn't translate super well on my videos because I usually have apps like UE5, Adobe Premiere, OBS, and like 20 internet tabs all open when working on the video. In a build though, this runs at about 80-110 fps at 1440p at the moment using a mid spec pc (Ryzen 2700x and an RTX 3060). My end goal is to hit 60 fps on my pc at 1440p. That will put this pc at acceptable performance in my opinion"
I feel the lighting should be more closer to the original
Otherwise good work and go for what you want the project to be.
king
Interesting.👍
best game ever
oh snap
Really like your work.
Did you scale up the environment or scale down Buzz?
I get this comment all the time actually. Buzz and the environment are actually the exact same scale as they were in the original. I can 100% guarentee that.
However, the scale does look different because of the new camera settings I'm using. A mix of having a different camera position, FOV, and many other settings makes it look differently scaled. The new camera is much easier to do movement with, such as climbing the tree in level 2, which is much easier to climb now.
I have been asked to make an option to use the same settings as the original to look more like that one. I'm not sure if I will yet, but I've been considering it.
On the subject of combat *please* consider rebalancing some of the cowboy enemies if you ever get there. I hate how tanky they are in the original game and it really slows down what are otherwise some of my favorite levels in the game...As for the custom level, here's a random idea, what if it was something based on one of the other movies? Like I dunno a level based on Sid's house or something. Could be a fun concept.
Why not just bake the lighting in the level? In the process making the game a lot more pleasing because of bounce lighting, as well as fixing any skylight bugs in the process
Custom Level has to be Woodys Workshop, makes perfect sense.
I've gotten this suggested a few times lol
You're gonna make a custom level 😱. Take some assets from KH3 to make life easier.
I will say that we did pull Andy's Bed from KH3, but honestly, those assets are a little old at this point (probably made around 2017) and are not very efficient with their materials and textures, so Kyle remade the bed using it as a template!
Is it possible to turn on the Light on the basement of Andys House because i want it to playing bright too like in the Original Game?
And this is all being made by 1 person?
Pretty much 2 people at this point, but there have been others that we have collaborated with. I'm doing 100% of the design and programming. Kyle is doing nearly all of the art. Animations for Buzz were done by Illia
@@Level_reDesignstill insane
For someone who hasn't played the original, please tell me, why is there chemical waste in Andy's basement?
Yeah, it doesn't make sense! haha. I'm explaining it away by saying that this is a retelling of Toy Story 2 from the perspective of Rex, who is exaggerating everything lol
Does the ooze being so bright, defeats the purpose of buzzs glow in the dark being on?
Yeah, I was wondering this as well. I got the ooze asset the same day I recorded everything, so it can be fine tuned more. But it is still relatively dark once the camera gets in the corners. I'll fine tune the lighting in the basement to make sure it all looks good
Will the game be possible to play somewhere, either paid or free?
fico imaginando vc fazendo a fase da loja de brinquedos, 50% de montar a fase é Ctrl C + Ctrl V que vc vai ter que usar pra duplicar os itens das pratileiras xD
Al's Toy Barn would be the hardest level in this game to remake because of the required art lol
will this game be playable? cause I'm worried you guys might have some legal issues with Pixar and this might get shut down as well as will you and your team remake the entire game or just this part?
At this time, we have only committed to making Level 1 and Level 2, which are Andy's House and Andy's Neighborhood. We have no comments at this time on the playability of the game in the future
Pls tell me there will be a way to play this
Pay attention to the latest updates for U5. ~ Megalights~
Yeah, I've been thinking about making a copy of the project and updating it to UE5 to see how it would work. The issue is I have a couple of plugins that aren't compatible with 5.5 quite yet
LET HIM OPEN HIS EYES YOU MONSTER
Lol, I will say that his eyes will be open for my video in December, but I have some surprises with that too! Lol. But yeah, it does work in the game now haha
Unreal Engine 5 can't simulate the very realistic style of Kingdom Hearts 3?
We specifically wanted this art style to stand out. So many games are going for the ultra realistic look on Unreal Engine to the point where many of them are starting to look uninspired to players. So we went with a mid poly art direction that is halfway between Spyro and Toy Story 2's art style.
Not loving the Hot wheels track just dose not make sense for a start the whole jumping and stuff is part of the nostalgic fun and what makes it harder to speed run the game
second the car is well dead the toy story universe is toys that are alive they all have faces and personalities so wouldnt this hot wheels car also be alive so it should have a face ? and there for you should have to ask it for a ride ?
also the fact the track is just floating there just looks stupid anyone thats used hot wheels knows you need hella supports especually for floating sections even the cars them self are heeavy enough to brake them with out support
am sorry but its clearly just not been thought throw at all
That game looks so laggy
Yeah, that actually has more to do with the fact that I record inside of the Unreal Engine editor so that I can make rapid changes really quickly without waiting for another build. In editor, it runs at about 40 fps on my RTX 3060 at 1440p with a few hiccups here and there. In build, I get about 80-110 fps with no dips at that same resolution.
Another fantastic update to the game! The basement in particular is looking awesome
Great work!
Thanks for checking it out!