Return of the Obra Dinn - Player's Hand Dev Timelapse

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  • Опубликовано: 18 июл 2014
  • Creating the in-game player's hand for "Return of the Obra Dinn". Recorded at 2 seconds/frame with long pauses removed.
    No sound so play your own music.
    Final in-game result: • Video
    Devlog entry: forums.tigsource.com/index.php...
    @dukope
    obradinn.com
  • ИгрыИгры

Комментарии • 53

  • @AninoNiKugi
    @AninoNiKugi 2 года назад +16

    Honestly, the hand animation and interaction is one of the smoothest and satisfying I've experienced in a game . This video is awesome 😄

  • @MrLusass
    @MrLusass 9 лет назад +48

    This video was absolutely gripping.

    • @PanAndScanBuddy
      @PanAndScanBuddy 3 года назад

      Some may give you the finger, or a slap on the wrist, but I like the cut of your jib!

  • @GAWproductions
    @GAWproductions 9 лет назад +88

    Watching you hack your way through this and keep going is pretty inspiring for someone who gets fatigued very quickly when faced with errors and problems. I love solving the problems that come up, but I struggle with trudging on.

    • @Khono
      @Khono 4 года назад +2

      Same here. Inspiring me to push on. Now I don't feel so dumb when I have to keep looking things up or hitting dead ends.

  • @IrgendwerA8
    @IrgendwerA8 9 лет назад +21

    Putting a lantern into players left hand seems to me a good solution for the light source problem...

  • @krull1981
    @krull1981 5 лет назад +11

    Whats good about this video is, when its released and i play it im going to be reminded of the sheer amount of faffing needed to get a monochrome arm to open a monochrome door convincingly, every time i open one.

  • @wonderguardstalker
    @wonderguardstalker Год назад +3

    Remember watching this right when it came out and being so curious about what the final game would be like. Turned out I thought about this video *a lot* while playing the finished product. Whenever the hand was on screen.
    I played with it for several minutes in the opening hour just because it was neat to think back to when I watched a time lapse of so many hours being spent on the thing and that I’d better make sure to appreciate it. I’ve only just now come back to rewatch this since it was uploaded

  • @reddwarfff
    @reddwarfff 2 года назад +4

    Man, you are one of the greatest inspiration any potential game developer can have.

  • @puncherinokripperino2500
    @puncherinokripperino2500 Год назад +1

    19 days for one hand, that's passion

  • @marv6424
    @marv6424 8 лет назад +3

    Hey just played the demo and had a blast with it, then watched the hand animation video here and replayed the demo just to look at my hands again :D Looking forward to the game! Keep it up.

  • @Toxic0695
    @Toxic0695 10 лет назад +13

    Respect, this is great, i can't wait to play with it.

  • @carveroutdoors
    @carveroutdoors 4 года назад +1

    Lucas, I look forward to many more games by you. Papers Please and Obra Dinn are some of my favorite games ever made (and I'm fairly old: 35). The mystery, humor, and story are always very well done sir.

  • @Dlaha
    @Dlaha 5 лет назад +1

    It is great to see that even experienced game developer as you still have to go through many trial-errors during the game development process. Thank you for great video.

  • @KiwiTheFlyer
    @KiwiTheFlyer 10 лет назад

    I loved papers please and you became my inspiration to learn, so watching this it help me a lot to know how things are done, thanks :)

  • @ElectronDust
    @ElectronDust 5 лет назад

    very impressive! Love your work!

  • @MBABigRed
    @MBABigRed 9 лет назад +6

    This was like watching an action thriller or something.

  • @MonsieurChupon
    @MonsieurChupon 10 лет назад

    You really like to take the hardest way to do things (skin blending), but it is really worth it! Congrats!

  • @Gergenhimer
    @Gergenhimer 9 лет назад

    This last sequence of the timelapse must have been so satisfying.

  • @thecountbassy_
    @thecountbassy_ 9 лет назад

    That is seriously incredible.

  •  9 лет назад +2

    Mesmerizing!

  • @LucasOe
    @LucasOe 11 месяцев назад

    "Scaling a rig laughably complicated." I feel this.

  • @UnpronounceabIeName
    @UnpronounceabIeName 9 лет назад

    Well, it is the best animation i've ever seen, so it might have been kind of worth it :P

  • @oPtiMuMpRiCe
    @oPtiMuMpRiCe 4 года назад

    never too late to say : you are AWESOME !!!

  • @muzboz
    @muzboz 5 лет назад +2

    This is awesome. :)

  • @celebezz
    @celebezz 5 лет назад +1

    finding out which ideas are "dead end" isn't wasting time at all ;)

  • @hobbitcraftwithtrex
    @hobbitcraftwithtrex 10 лет назад

    This was strangely fascinating

  • @jimuren8223
    @jimuren8223 7 лет назад +1

    As an aspiring developer, it's so cool to see someone who puts out completely professional work using nearly the same software as me (unity professional - unity personal, maya - blender). My development process is still closer to 65% forums 35% programming and engine work, but I'm learning.

  • @kanearscott4289
    @kanearscott4289 5 лет назад +1

    That custom MEL Script for automating joint controls looks amazing.. are you sharing this code anywhere? would be super useful and save a load of time!

  • @devious8271
    @devious8271 5 лет назад

    Truly a labor of love. How much time does this cover. Was this all done in one session?

  • @ZachSoares
    @ZachSoares 10 лет назад +13

    wondering, are there reasons for using maya over other tools (like blender or 3dsmax) or was it just a question of accessibility?

    • @dukope1
      @dukope1  10 лет назад +6

      Mostly I'm experimenting but there are a few other reasons. The devlog has a little more about it: forums.tigsource.com/index.php?topic=40832.msg1026370#msg1026370

    • @ZachSoares
      @ZachSoares 10 лет назад

      ah ok, that explains it. Good luck :) the idea is great and you seem to have a good idea of where to go. you got my support!

  • @pumpedbmx
    @pumpedbmx 9 лет назад +15

    Any reason you didn't just change the import scale of the hand model in Unity (rather than the painful Maya rig re-scaling)?

    • @dukope1
      @dukope1  9 лет назад +28

      It's better to have the Maya scene units match Unity 1-1 for anything that needs precise dimensions. Makes working with different models in Maya much easier. For example, the watch, the hand, the watchbox, the ship, etc all have to interact with each other and you often want to import one scene into another in Maya for lining things up.

  • @TheArborphiliac
    @TheArborphiliac 10 лет назад

    THIS GAME IS GOING TO BE FUCKING SIIIIIIICK!

  • @banama1758
    @banama1758 10 лет назад

    works perfect

  • @scottwatson6763
    @scottwatson6763 9 лет назад

    Please say this will be released on Mac because we get left out and ignored! :(

  • @bigdogsmallman
    @bigdogsmallman 4 года назад

    It makes me happy as a developer to see the level of hacking just to get the job done

  • @theshoeburger
    @theshoeburger 9 лет назад

    Anyone know what font it is he uses for the titles?

  • @MrTHotz
    @MrTHotz 10 лет назад +1

    Can you post a link of the Unity articles/forums you used to help you with this? I'm newish to Unity and am struggling to get my arm into my game. :/
    Thanks in advance :)

    • @dukope1
      @dukope1  10 лет назад +3

      It was a lot of different articles and forums for lots of different little things. There's no "How to put an arm in a Unity game" post or article. Of the stuff I did check, I'm afraid it's all forgotten now. Sorry.

  • @CoolieCoolster
    @CoolieCoolster 8 лет назад

    Huh. This looks interesting.

  • @TheCoke254
    @TheCoke254 9 лет назад +1

    me when i saw this: HE USE'S UNITY?

  • @GavinFolgert
    @GavinFolgert 7 лет назад

    What timelapse software are you using?

  • @armenmichaeli6704
    @armenmichaeli6704 7 лет назад

    Robot hand crush door handle!

  • @simonRD90
    @simonRD90 7 лет назад +3

    looking forward to new realeases, we european's AZERTY can't really play to the demo ! a modifier will be nice ! papers please was dope.

  • @Hijfblog
    @Hijfblog 10 лет назад

    One hand army indeed! How long did this take you in real time?

    • @dukope1
      @dukope1  10 лет назад +11

      Roughly 1 hour per minute of timelapse. So around 30 hours total.

  • @chase_like_the_bank
    @chase_like_the_bank 9 лет назад +3

    This took 30 hours???

    • @gimpzilla
      @gimpzilla 5 лет назад

      Feels bad man I beat the final product in 5 :/

  • @orangegreenn
    @orangegreenn 10 лет назад

    *Sleeve not sleave haha. :)