Scarlet Harvest | Easy FPS Editor devlog 2: Combat & Enemies

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  • Опубликовано: 6 ноя 2024

Комментарии • 28

  • @simonbenjamin1
    @simonbenjamin1 2 дня назад +3

    What timing! I rewatched Roulette the other day and boom a new video from you! Love your work, mate!

  • @bond1_mjblosser
    @bond1_mjblosser 2 дня назад +3

    Very creative! I'll bet it was a lot of fun seeing those enemies come to life from sketch to 3d model to ultimately 2d sprites.

    • @TannerProductions
      @TannerProductions  День назад +2

      @@bond1_mjblosser very much so. Character modelling was just completely out of reach for me only a few years ago, but I'm gradually getting more confident. Still need to learn rigging and weight painting in Blender though...

  • @turtleperson3538
    @turtleperson3538 2 дня назад

    Nice touch exporting the audio at 11k hz, seems like most retro shooters either run their audio through a bitcrush filter or leave it uncompressed. Also really digging the pistol model, reminds me of the ODST magnum.

  • @KamranWali
    @KamranWali 20 часов назад

    Awesome video! The progress of the game looks really kool. Really like the enemy models. Also the combat system looks spot on and fun. I am very interested in your game and the engine you are using. That's why I just subbed. Looking forward to your next devlog. Keep it up! :)

  • @Duchenkuke_DV
    @Duchenkuke_DV 2 дня назад

    Really Cool to see how much thought you put into your Projects!

  • @skeleop8652
    @skeleop8652 2 дня назад

    Ive been thinking about gamedev for awhile, this seems like a nice engine to make an escape story about one of my characters!

  • @Gendgi
    @Gendgi День назад

    super cool and very interesting to watch the creative process!

  • @PixelwolfOG
    @PixelwolfOG 2 дня назад

    Great series so far man, can't wait to see more!

  • @yourcommander3412
    @yourcommander3412 2 дня назад +1

    great work.

  • @pv8685
    @pv8685 День назад

    hi tanner. next time, try autorig instead of mixamo. you also can import the mixamos animations onto the autorig rig.

  • @arthritic
    @arthritic 2 дня назад

    Excellent videos mate, thank you. Can we twist your arm to take a look at the Ultimate Doom Builder and GZDoom next perchance? Free no programming and with a hella lot more options. Think it might be your cup o' tea if ya haven't given it a shot yet. BTW - Selaco was made with it.

  • @princeofmars6296
    @princeofmars6296 День назад

    fantastic

  • @maddgabe
    @maddgabe 2 дня назад

    Yo really insightful!
    I am just wondering, why did you not animate the weapons directly in Blender?
    Keep up the great work :D

    • @TannerProductions
      @TannerProductions  2 дня назад

      Two reasons. 1) When I made the weapons, I hadn't totally settled on using EFPSE yet, I thought I might go back to FPS Creator, which requires .X or .dbo models, neither of which the later versions of Blender export in, but mostly 2) I simply haven't learnt how to skin and rig a skeleton in Blender yet, I'm still learning!

    • @TannerProductions
      @TannerProductions  2 дня назад

      Also 3) I had a pair of fully rigged arms ready to animate in Fragmotion thanks to years of working in GameGuru and FPS Creator.

  • @burner9147
    @burner9147 День назад

  • @korblborp
    @korblborp День назад

    point of order: a pump action shotgun is not semi-automatic.

  • @onlywithbuts1781
    @onlywithbuts1781 День назад

    I suggest skipping the part 3 if you are gonna mention anything around ai Tanner. Why would you go through all these ambitious steps only to then feed something to ai to do it for you? You might say " Oh it's just an image of a woman for my game and a voice " Well, if it's "JUST" an image and voice why don't you literally commission someone for it? This avalanche of tech bro nonsense is just the last scream before it all dies but you and many who keep using these tools are just adding that extra damage to every artist out there.
    Make no mistake ai won't be here in future, but the amount of damages it already caused as well as the incredible headache just to explain it to every person alive is just unthinkable. Can we please actually get back to what makes being creative fun? Like actually MAKE THE THINGS WE WANT? Stop stealing with one button click. Thanks!

    • @TannerProductions
      @TannerProductions  День назад

      I disagree. AI is just a tool like any other. You may as well ask why I use PBR materials and textures from CGAxis (which are largely procedurally generated) and didn't either photograph materials myself or commission someone to make them for me. Why does anyone use AI tools? Because it's free, and quick. Using AI tools allowed me innumerable rounds of amends as I gradually honed the prompts to a look I was happy with. I needed to do this because I didn't have the time or budget to commission such things from real artists. HOWEVER, not only was I very transparent about the use of AI in my game, I'm also only using it as a placeholder. Should Scarlet Harvest gather any momentum (some people are already asking I put it on Steam but I think it's way too soon for that), I would ideally replace the AI-generated characters with real actors. This would actually allow me to do some things I found I couldn't do with AI tools. But it's costly, so whilst I'm still working on this 'vertical slice' version of the game, AI will do fine for prototyping. I'm hoping my third devlog helps address your concerns.

    • @m24f8
      @m24f8 10 часов назад

      @@TannerProductions PBR materials and textures from CGAxis are licensed to you to use under certain conditions (like CC0 or CC-BY), unlike generative ai that doesn't disclose where and under what conditions their learning set was acquired, so it's not a correct comparison.
      Plus there is a difference between procedural generation (using code to generate textures using ethically obtained maps and alphas) and LLM (using art/code/photos/music of others to produce an amalgamation that satisfies the prompt), so it's, once again, not a correct comparison.

  • @nononononononononononon1221
    @nononononononononononon1221 2 дня назад

    These are cool, but I do wonder since you've been making games for a hobby so long; why not learn programming/more modelling/unity? You're overcomplicating game dev for yourself by relying on simpler/no-script engines.

    • @officebear4637
      @officebear4637 2 дня назад +3

      Because he most likely doesn’t have the time. He works as a producer and videographer if I remember

    • @nononononononononononon1221
      @nononononononononononon1221 2 дня назад

      @@officebear4637 Thing is he's been making stuff in game guru/fpsc for like ten years now. The workflows of programs like that are unironically slower in most ways.
      I imagine it's a hobbyist thing but it''d be cool to see him try a real engine out.

    • @TannerProductions
      @TannerProductions  День назад +3

      @@nononononononononononon1221 it basically boils down to not having the mind for it. I have always struggled to learn languages and even though I did OK in Maths at school, it's just not where I feel comfortable and, most importantly, not where I have fun. If I'm not having fun at least some of the time, I'd never make anything. No or low programming engines allow me to still create things.

    • @nononononononononononon1221
      @nononononononononononon1221 День назад

      @@TannerProductions Honestly, that's really respectable. You push these engines harder than anyone I've seen.