Please keep uploading, i was waiting for this video for almost an entire year since i had seen your last video about the game. Dont take all the work at once and remember to take breaks.
Congrats man. Pretty impressive project! I admire your ability to keep on track with the plan. The ball particles remined me the Alone in Dark (DOS) bubbles when the ball room ghosts explode or when you kill a monster. hehe
Very good job Sebastian, thank you for video update, side by side comparison is very cool, the game evolve a lot, you made huge progress, keep it up, this is great!
This is really awesome, I've been following the development for a while, can't wait for a Demo! I will say though that I think the current sound design could use some work (though I might just be nickpicky since I'm a sound designer by trade myself) - for instance I think the ambient sounds right now are somewhat too dark and interior-like for the outside space the game takes places in, but that's all stuff that can be improved in the future :) By the way, have you considered setting up something like a Discord community for the game/channel?
I agree, though I am very much NOT a sound designer so I am in the phase of "I know this doesn't sound quite right but I don't know exactly why" right now. And the fact that I am building my own audio middleware isn't making the process any easier, as I don't even know if I have the right knobs yet :) But thanks for the feedback, keep it coming! And yes, a Discord channel is coming, sooner or later, stay tuned!
@@MadrigalGames Awesome! Building your own audio middleware is genuinely awesome, the currently available options are either very low-level (Miniaudio etc.) or commercial and have heaps of drawbacks (FMOD, Wwise), so something custom is great to see. If you ever need assistance with audio stuff, I'd be happy to help out (been a Traction Point fan for a while now) - can't wait for a Discord to be created :D
That is an excellent question, perhaps the most relevant one. Like I mentioned in the video, the demo mission is (and has been for some time) fully functioning, ie. you can play through it without having to resort to cheating or debug commads. I intentionally didn't show any of it in the video as I don't want to spoil the demo for you at this point. If you are asking what the game is about, the campaign has you exploring a set of locations, using your vehicles to overcome obstacles and solve puzzles, interacting with with your AI buddies and generally having a nice time driving around. I also want to provide players with a sandbox mode where they can mess around without any explicit objectives, and I hope to release the tools to allow players to create more content if they want. But all of that is still some ways off.
For Traction Point, a large portion of the game engine is still C++, and Zig is used to drive the gameplay code (similarly to how C# is used to drive the gameplay code for a Unity game). I did consider using Rust, and I even made a first version of a gameplay API for it, but the engine's overall design required me to slap "unsafe" on pretty much everything which led me to believe that it wasn't a good fit for this setup. If you are starting with a clean slate, that's a whole other story. I might be wrong though, I am not a very good Rust programmer.
@@MadrigalGames I'd love a video on why Zig for gameplay and how it interops with the C++ engine code. Also, I don't know if you have covered it already (I couldn't find it), but a couple videos on your engine + game architecture (the components, the client/server for your asset manager, etc.) and advice on how to embark on game engine from scratch would be amazing too :)
Custom engine and custom tools...thats really awesome great work
I'm in my game creation journey and working on my game right now for 2 months you inspired me to keep going thank you and i wish you the best
Awesome, best of luck to you!
Impressive stuff. Cool that you've kept going for so long!
Please keep uploading, i was waiting for this video for almost an entire year since i had seen your last video about the game. Dont take all the work at once and remember to take breaks.
Also i would LOVE to play this game, it looks awesome!
Not only it’s great from the technical point. But it also looks absolutely gorgeous! (I’m only 1:35 into the video)
Congrats man. Pretty impressive project! I admire your ability to keep on track with the plan. The ball particles remined me the Alone in Dark (DOS) bubbles when the ball room ghosts explode or when you kill a monster. hehe
I have to say, I love the way the game looks :) Can't wait to get into the demo and get the feel for how the driving handles.
Great work, keep it up! 💪
I love the look!
Very good job Sebastian, thank you for video update, side by side comparison is very cool, the game evolve a lot, you made huge progress, keep it up, this is great!
I've been looking for a "Warthog game" for years and I think I've finally found it.
30:30 good words of wisdom, thank you.
Congrats for not only making every tool from scratch but also for using Zig.
This is really awesome, I've been following the development for a while, can't wait for a Demo! I will say though that I think the current sound design could use some work (though I might just be nickpicky since I'm a sound designer by trade myself) - for instance I think the ambient sounds right now are somewhat too dark and interior-like for the outside space the game takes places in, but that's all stuff that can be improved in the future :)
By the way, have you considered setting up something like a Discord community for the game/channel?
I agree, though I am very much NOT a sound designer so I am in the phase of "I know this doesn't sound quite right but I don't know exactly why" right now. And the fact that I am building my own audio middleware isn't making the process any easier, as I don't even know if I have the right knobs yet :) But thanks for the feedback, keep it coming! And yes, a Discord channel is coming, sooner or later, stay tuned!
@@MadrigalGames Awesome! Building your own audio middleware is genuinely awesome, the currently available options are either very low-level (Miniaudio etc.) or commercial and have heaps of drawbacks (FMOD, Wwise), so something custom is great to see. If you ever need assistance with audio stuff, I'd be happy to help out (been a Traction Point fan for a while now) - can't wait for a Discord to be created :D
You don't have to wait any longer 😎 discord.gg/2WjdQZcN
Amazing
Technically systems look impressive indeed, in terms of implementation. But what about the core gameplay?
That is an excellent question, perhaps the most relevant one. Like I mentioned in the video, the demo mission is (and has been for some time) fully functioning, ie. you can play through it without having to resort to cheating or debug commads. I intentionally didn't show any of it in the video as I don't want to spoil the demo for you at this point.
If you are asking what the game is about, the campaign has you exploring a set of locations, using your vehicles to overcome obstacles and solve puzzles, interacting with with your AI buddies and generally having a nice time driving around.
I also want to provide players with a sandbox mode where they can mess around without any explicit objectives, and I hope to release the tools to allow players to create more content if they want. But all of that is still some ways off.
@@MadrigalGames I see, thanks, sounds good so far, if a bit vague :) looking forward to your progress!
will you add Tanks? It would be cool
Not sure, but I have been doing some research on how I would like to do tracked vehicles...
Damn this is really good and used Zig, can i ask did you consider Rust?
For Traction Point, a large portion of the game engine is still C++, and Zig is used to drive the gameplay code (similarly to how C# is used to drive the gameplay code for a Unity game). I did consider using Rust, and I even made a first version of a gameplay API for it, but the engine's overall design required me to slap "unsafe" on pretty much everything which led me to believe that it wasn't a good fit for this setup. If you are starting with a clean slate, that's a whole other story. I might be wrong though, I am not a very good Rust programmer.
@@MadrigalGames I'd love a video on why Zig for gameplay and how it interops with the C++ engine code. Also, I don't know if you have covered it already (I couldn't find it), but a couple videos on your engine + game architecture (the components, the client/server for your asset manager, etc.) and advice on how to embark on game engine from scratch would be amazing too :)