One Year of Game Development - Traction Point

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  • Опубликовано: 25 дек 2024

Комментарии • 28

  • @georgeKir
    @georgeKir 2 месяца назад +18

    Custom engine and custom tools...thats really awesome great work

  • @ab1-h1d
    @ab1-h1d 2 месяца назад +6

    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

  • @sorensaket
    @sorensaket 2 месяца назад +5

    Impressive stuff. Cool that you've kept going for so long!

  • @craftamine9147
    @craftamine9147 2 месяца назад +4

    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.

    • @craftamine9147
      @craftamine9147 2 месяца назад

      Also i would LOVE to play this game, it looks awesome!

  • @tigranrostomyan9231
    @tigranrostomyan9231 2 месяца назад +1

    Not only it’s great from the technical point. But it also looks absolutely gorgeous! (I’m only 1:35 into the video)

  • @developerdeveloper67
    @developerdeveloper67 2 месяца назад

    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

  • @LuaanTi
    @LuaanTi 2 месяца назад

    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.

  • @MrTheSaxon
    @MrTheSaxon 6 дней назад

    Great work, keep it up! 💪

  • @williamchurch8401
    @williamchurch8401 2 месяца назад +1

    I love the look!

  • @solcloud
    @solcloud 2 месяца назад

    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!

  • @Why485
    @Why485 Месяц назад

    I've been looking for a "Warthog game" for years and I think I've finally found it.

  •  2 месяца назад

    30:30 good words of wisdom, thank you.

  • @Valiant600
    @Valiant600 2 месяца назад

    Congrats for not only making every tool from scratch but also for using Zig.

  • @nolram
    @nolram Месяц назад

    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?

    • @MadrigalGames
      @MadrigalGames  Месяц назад

      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!

    • @nolram
      @nolram Месяц назад

      @@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

    • @MadrigalGames
      @MadrigalGames  Месяц назад

      You don't have to wait any longer 😎 discord.gg/2WjdQZcN

  • @m96k3y7
    @m96k3y7 2 месяца назад +1

    Amazing

  • @VertexBlit
    @VertexBlit 2 месяца назад

    Technically systems look impressive indeed, in terms of implementation. But what about the core gameplay?

    • @MadrigalGames
      @MadrigalGames  2 месяца назад +1

      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.

    • @VertexBlit
      @VertexBlit 2 месяца назад

      @@MadrigalGames I see, thanks, sounds good so far, if a bit vague :) looking forward to your progress!

  • @nickphilomath
    @nickphilomath 2 месяца назад +1

    will you add Tanks? It would be cool

    • @MadrigalGames
      @MadrigalGames  2 месяца назад

      Not sure, but I have been doing some research on how I would like to do tracked vehicles...

  • @ThomazMartinez
    @ThomazMartinez 2 месяца назад

    Damn this is really good and used Zig, can i ask did you consider Rust?

    • @MadrigalGames
      @MadrigalGames  2 месяца назад +3

      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.

    • @Pedro-jj7gp
      @Pedro-jj7gp 2 месяца назад

      @@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 :)