I made a full GAME in 400 HOURS - this is how - in 19 minutes!
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- Опубликовано: 23 сен 2024
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I made a game in 400 hours and in this video, I take you through every 10 hours of progress in 19 minutes.
You can support me on Patreon:
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The palette texture used in this video is public domain and can be downloaded from www.imphenzia.com - look for the ImphenziaPixPal texture in the asset section.
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Watch this video to learn every step of the way to create your very own characters!
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I use a Sony FX3 camera with a Sony FE 2.8/24-70mm GM lens. My primary microphone is now the Shure SM7B, and I use a Rode NTG3 shotgun mic if I need it to be out of view. I downgraded to a Focusrite Solo from my wonderful RME Fireface UFX II that I had to sell when I moved from Sweden to Australia.
Thanks a lot for watching and sharing my videos :)
"How I studied modeling, texturing, rigging, animation, and game engine physics for a decade and then was able to create a game using that knowledge in 400 hours."
VERY impressive work!!!!!! 👍
Yes, much practice preceded making this game, many prototypes and errors were made along the way. I hope yo be able to share as much as I can to help out others! Thanks!
Don't forget the sound effect and music part. Unless he is/was a musician from the start Edit: typo
I've always been saying that good music and audio has a huge impact to any game, and this video demonstrates this in spades. It really is a night and day difference.
Thank you! If I play this without the music it doesn't get me "in the zone" so I hope people keep it enabled :)
Looks absolutely gorgeous, I'm buying it.
Thank you!!
Man you are talented, love the music.
I appreciate it - the music is important to me so I am happy you like it!
The amount of work and effort that you’ve put into this so far, is just incredible, and really shows. The graphics, and animations, and especially those crumbling rocks, look fantastic. Looking forward to grabbing a copy of this when you release it. It looks super fun! 👏👏👏
Wow, thank you! Once released I am keen to follow up with more, maybe more worlds, bosses, and music. The game was playable after 20% of the time it took, but the details and the polish took the longest.
@@Imphenzia That extra polish really shows, and was definitely worth it. It's looking awesome!
It's a crazy amount of work you put into this, and that clearly shows! Thanks for sharing all that with us! :)
Yes, I was going to make a game in 2-3 weeks for the indie development course I am making, but it turned into 400 hours that I completed in about a month and a half (plenty of "over-time") to make the game get the polish it needs for release. An important part of the course I am making is to go through the remaining 80% before releasing a game after you have the basic game loop in place. Thank you and you're welcome!
Awesome work. Thanks for the generalized process overview. Very informative and interesting. Can't wait to take it for a spin.
Glad you like it and hope you enjoy playing it soon too!
Fantastic looking game. Wishlisted, followed, and will purchase. Great video too. Thanks for the breakdown. So impressed with your skills.
Why Is this so inspiring?? I feel like trying my hand again at making my own game!
I would love a video (or more) about platformer controllers in depth! Great job on the game!!
Noted! I will cover that in more detail in a video!
A+ I realy enjoyed this summary of the conception of your game!
Thank you so much!
I was planning to build platformer games and found your very inspiring video with a great amount of creativity.
Great, happy that I can help on that front :D
This is so awesome! Excellent job!
Thank you! Cheers!
I love how you made this masterpiece in 16 days than i see other people make in 6 months
Thanks - it's been a focused effort :)
Fantastic!!! A lesson on how to create and the creative process... a guide... Thank you very much for sharing.
I'm excited to hear you like it - I will cover much more of making this game.
Very impressive. Just wishlisted it, great Work. You really just feel the action and the adrenaline just from watching :D
I have only little experience in game dev, but maybe I could give some constructive feedback from a players perspective.
1. The Player Death looks somehow unspectacular. In my opinion there is missing some effects, like shaking, breaking, screen effects, some longer effects, or anything similar to it.
2. The steam-shop splash art looks not really inviting. Maybe you could hire a specialist for it. I personally wouldn't have clicked on the game by judging from the splashart, if I didnt see this awesome gameplay on youtube.
Everything else looks already quite polished and I am exited for the release💓
Thank you! I am always welcome to feedback so thank you very much for that too!
1. Great, I will think of ways to make it more spectacular and interesting when you die. Maybe shake, zoom, and a bit of slowmotion is in order.
2. Great to hear, that is the most important piece of art of all so I will think of a way to improve it!
Such a great video on the journey of creation. Love it well done! You said how this is your job as worked the Sunday you had off on it...what is your job!? Love all your videos, you inspire and support soo many wanting to learn the processes!!
Thank you so much, glad you like it! This is my job now, I try to balance making game assets, games, freelancing, and RUclips. So I took the sunday off from making the game that day to do stuff with my family.
@Imphenzia you sir are amazing! Soo happy it is your full time job now. You have worked soo hard to get to where you want to be and now it is full time, that is well deserved. Can't wait your future projects you're doing like creating a game tutorial from scratch etc....all the videos you do are such support for everyone. Love your 10min challenges and more. You must have a proud family and friends to see where you have got to. You also make us feel if we are at burnout or wondering why to continue to keep going and enjoy the process, learning, bugs and more haha. Love it!!
Great video, and the game looks really good! Could even be a cool mobile game. Would love to see an in depth video on creating AI like yours and how you go about organzing that code. Best of luck to you and your new game! 🎉
Thanks!! Yes, maybe after some optimization so it doesn't burn up the phone's battery =) I will add more videos about the development process, thanks for the tips.
The flying enemy reminded me of a Thai ghost called Phi Krahang. They have wide rattan rice baskets attached to their arms which they flap in order to fly around.
I just google-searched images and I see the similarities! How funny is that :) Thanks for sharing that!
Brother, always wanted to make my own game, with decant gameplay (like yours) and epic but historically accurate story. This make me sooo jealous! You are happy man :D
Hey, exciting to hear that you have that ambition and try to see this as inspiration more than anything else. Take small steps and focus on a certain aspect of your game idea and gradually build up the skills required to make the full game even if that is a few years into the future. I am making a indie developer course that will help people take this journey but it's still a few months away. This game was created as a part of that course to focus the teaching around an actual game development and release process. What type of historic game are you aiming for - sounds interesting!
😮 that's an amazing game.... congrats for you 👏👏👏
This is awesome, thank you!
Glad you like it!
Looks good. i will give it a go when it releases.
Thank you!
Mad respect. I was doing something similiar, i mean to record every second of my project (i makeing it roughly 1 year~) to make one giga montage aaaaand i already at 200GB of content so yeah i stopped recording it anymore. :D
Thanks! Cool that you started doing that too and impressive with a full year :O I recorded at 10 and 20 mbps so I ended up with 2.3 TB in these 400 hours. But I knew this was going to be a very scoped project because I am creating a course that focuses a bit of this development process.
Incredible Job.
Thank you so much!
Add a 2 player mode pls ;) Looking great & happy belated birthday!
That would be fun - so local multiplayer, right??
@@Imphenzia Yes - completely on the screen - death can be in 2 ways, obviously via enemies or that you "fall behind" - Optional respawn at the front player location is possible - but enables you to make this completely ridiculous regarding overswarms.
@@Imphenzia Also gives you a way to improve the use of the stats - enermies killed player 1 versus player 2 - a little more competitive. Additionally a "ghost track" is also interesting - since you replay the same level, (as in Gran Turismo or other racing games) as you complete one lap, you see your ghost as a marker to your current progress.. Goes with the theme of "time travel" as you relive the same moment.. Just ideas but im sure you get the picture :)
@@Imphenzia Small note - the guys from Factor5 are friends :)
@@Imphenzia Ah - in reference to the multiplayer aspect - can be on the same device (if going console) - then upto 4 players (4 screen split) - If you go lan access, the ghost option is interesting (see below) regarding player 2/3/4 :) - Competitive play can be same screen, race against each other, split screen
Awesome video! It got me pumped to study unity again!
Unity is a great engine even if there are some flaws here and there! Good luck with your studies!
@@Imphenzia thanks or the inspiration!
Amazing work. no more than a month finished, very fast
Thanks a lot!
very cool, I always hate needing to record stuff while actively developing
Yes, it's a bit annoying. I also have an ultrawide monitor (3440x1440) and to record the process I needed to get it into 16:9 so I only developed the game on the right part of the screen sizing the windows to 2560x1440. Sometimes I accidentally full-screened the applications but 99% of the time I got it right.
i love it! well done
Thank you!
The Game looks dope 🤘
this reminds me of expendabros which is a game where the whole environment is destruct able while also being a 2d platformer. id definitely get this game
Broforce is a cool game where some of the inspiration for this game comes from! Hope you'll like it :)
wonderful work awesome you are gem
AWESOME job!
Thanks!
gameplay looks super fun and graphics have a style that match well to the gameplay! I feel like the only thing you might wanna consider reworking before release would be the UI, it looks very undercooked compared to the rest of the game and feels a bit rushed with no clear consistency and overall feels heavily undercooked. It isnt a big deal but i would def consider it. game looks great though so im def giving it a try, gl with it!
Thanks for your feedback! I tried to keep it clean but maybe less rectangles and more designed UI elements could improve it a bit. Any suggestions on what you'd like to see different with the UI in particular?
Input remapping was easy with launcher, but they removed it a few years ago...
In a big project you need to implement it in the game anyway, so the user wouldn't need to leave your app.
But for simple projects focused on gameplay it saved you some work.
Yeah, the launcher made graphic settings easy too, but it always felt odd to do it before you went into a game so I understand their choice to make it more integrated in the game.
Awesome!
Thanks!
Gold-level content 🤩
Thanks! :)
Amazing dude
Thanks 😁
very impressive
Ok, fine. You've inspired me..
I really need more advanced unity tutorials in my life, only one youtuber I know who does it 😭. Great game tho!
Maybe the reason why there are fewer advanced tutorials is because there is a wider audience for simpler tutorials for people starting out. I've been wondering if I should cover more advanced topics specifically, but for example my shader graph videos get limited views compared to more basic Unity tutorials.
wow.. really enjoyed watching this video..
I'm happy to hear that!
The beginning of your video looked very familiar 🤔 I am wondering if you had a tutorial that started similarly
I am releasing a few videos on this topic.
I want to buy it just for that soundtrack. XD
The soundtrack will actually be on Steam too as a little extra/separate item :)
Fantastic!
Cheers :)
Was your goal to make a game in 400 hours or was it just a coincidence that it was 400h ? And very, very impressive, hope to get to your level some day :)
Thanks! 400 hours was a coincidence. Since then I have added another 50 hours implementing Steam stats achievements, leaderboards, cloud save, and creating steam pages and modifying the game based on Steam requirements!
Hi I'm new here and it seems that you are really good at unity, sorry to say this but would it be possible to make a 3d little open world rpg game with monster, dungeons, quest etc.. of about the same quality as this?
Oh dude. You are only limited by your imagination. If you have something in your head that you want to happen, you can make it happen. Stay curious and watch tutorials then work on some projects for yourself to build the skills, then you will probably know enough to work on what you desire. You will know enough to be able to quickly search for what you don't know along the way. Just let curiousity and a creative spirit guide you.
I would love to do different games about this size and cover the development process of them!
And this is a great reply!! I second this :)
@@dallaspease2685 Thanks a lot bro, I'm recently interested in video game development, so I'm starting with Unity, well like you said, I'll watch IMPHENZIA's videos, and also I'll just let my imagination do what it wants, thanks again for your reply and have a nice day/or evening.
Bro were did you learn about coding in unity or how to use unity , I also want to learn unity, I am good at blender but now I want to make games , it will help alot if I know were to start learning unity.
I took babysteps with C# first making very basic scripts to make something move left or right, then jumping, then detecting if I collided with something, etc. Then with time, skills grow, but it's tough to get past that bump in the beginning. Now I would definitely just ask AI for basic help and analyze how it suggests to perform something in C# and then ask it to explain why/how certain things are the way they are.
Tutorial level should be incremental along early level and not all should be done in the first minute
That also mean dash double jump and weapon should be unclockable and not available until a certain level
Also this should not be disclosed😂 don't forget to add secret and easter egg
Also time to add some story / lore to the game It would be more meaningful experience
after player defeated final boss
I really want to try it seems fun👌🏻
My other game Ultranova is an action adventure platformer that will have a story and gradually introduced abilities. This game was designed to have dashing and double jump from the start because it is a fail fast and start over game so you can practice dashing and double jumping from the start - it will keep it interesting for expert players too without having to go through the early stages. Also you don't really need the double jump or dash to clear the level, it just enables you to move faster and take alternative routes. But I will follow your recommendations in Ultranova!
Man thats cool
Thank you :)
Hello, I would like to inform you about a small issue. You used the cross sign when designing the collectible health object in the game. I heard the Red Cross might give you a royalty for this. You can at least fix this by changing the color.
Hey, thanks for that heads up - I did not realize that could be an issue, a white plus on a red background did not come accross in my mind is being a potential problem. I will change that. Thanks again!
@@Imphenzia You’re welcome 🙏I’ve been following you for years and I don't want you to have any problems.
does it make sense for me as a beginner to study Blender, how about work and AI competition?
Yes I think so. Use AI as an assistant for ideas and inspiration and at this point AI 3D models are inconsistent with limitations. So my advice is to go for it and learn!
@@Imphenzia you are awesome! thanks !
I really hope this comes out on Mac…
Yes, I am to do that - I have access to a Mac to compile it on.
How do you make voice lines did you hire an actor
Text-to-speech and then processed a lot to achieve a robotic style voice.
How did you do the fog effect for the bg
It's a 3 step combo. 1) Built in Unity fog, 2) Emissive mostly transparent 2D quad planes at various distances, 3) Shader fades the trees to cyan further away from the camera.
Was restricting the aim a design choice or just oversight, considering you added flying mobs into the game that don't follow the linear movement mechanics of normal AI, dealing with the flying mobs personally would be very annoying. Why not just give the players freedom to use the mouse in order to control the aim? That would also give you more freedom to implement more challenging AI mechanics, and imho more fluid and engaging gameplay.
All that aside, looks like a good game, very nice work!
Thanks! It's a design choice. In my other game I am making (Ultranova) I have mouse aim which will also work for a twinstick control. This game is made to be super fast and more old-school digitally controlled without a cursor for aiming anywhere. I originally allowed the player to shoot diagonally too, but that forced you to move forward too since it's not designed to be a dual-stick controlled game. I don't want the player to stop and aim somewhere in this game, I want them to jump into the action instead. Hope that makes sense :)
I'm the like number 586. The processor that never was
Welcome Pentium =)
Is the level procedural?
I have built level modules that are "procedurally" placed so I tried to find a balance of keeping each game different but recognizable enough so you can improve and learn the layouts.
@@Imphenzia can u suggest a video or tutorial of yours or any other, i made a game on procedural level but it was too much based on rng func
Unfortunately, if your game is successful, you will be sued by Nintendo who has a patent on jumping in games
I would never stop to be surprised :)
6:15 so you where making Keygen music for razor1911 back in the day? 🤣
I love Keygen music :D
Why make HorizontalInput a property? Make it a public field)
When communicating between scripts I prefer using properties so I can set it as a get only (read-only) property for other scripts to not accidentally allow any other script to change it and I also like to hide it from the inspector (I know you can do that with a hide in inspector tag, but I prefer properties).