1 Year with the Action RPG Sample | DEVLOG #0 | Wardens Will | Unreal Engine 4

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  • Опубликовано: 26 окт 2024
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Комментарии • 263

  • @Joshuahendrix
    @Joshuahendrix 3 года назад +43

    Love the honest content here, I've been working in unreal for some time, it's nice to see others that do the same

    • @PolygonHive
      @PolygonHive  3 года назад +5

      Thank you! I am really glad you enjoy the content!
      Let's ship some amazing indie games 🙂

    • @WeeGeeX
      @WeeGeeX 2 года назад

      Im an entire year late but getting started in this community with recent gamedev courses, i absolutely love how collaborative and welcoming everyone is

  • @cuki3277
    @cuki3277 3 года назад +10

    Found a lot of value and inspiration in this video! Looking forward to see how to use the Gameplay Ability System. Keep it up!

    • @PolygonHive
      @PolygonHive  3 года назад +1

      I am really glad to hear that!
      And yes I am working on it 😉

  • @quebirt
    @quebirt 3 года назад +7

    You may already know this, but Dungeon Architect lets you generate random layouts with pre-build "rooms." Depending on how much variation you want, it may be a good way to move forward. The downside is having to create all the rooms, but the benefit is that you control everything.

  • @PolygonHive
    @PolygonHive  3 года назад +22

    Thanks a lot guys for watching and for the support! And please let me know what you think of this new voice off format for the Devlogs :)
    Also, Wardens Will is finally available for wishlisting on Steam : store.steampowered.com/app/1689640
    I would love it if you could wishlist it. It helps tremendously!

    • @runningcoyote9972
      @runningcoyote9972 3 года назад

      Sir, why there are zero ARPG that having such mechanism,
      I'm talking about timing combo attack.
      why everytime a timing combo failed,
      players keep be able to do another attack,
      it just leads a player to do a spam.
      why don't its just stop for a while after timing combo is failed

    • @PolygonHive
      @PolygonHive  3 года назад +1

      @@runningcoyote9972 well mine does have it 😉👍

    • @runningcoyote9972
      @runningcoyote9972 3 года назад

      @@PolygonHive sorry which minute ?

    • @PolygonHive
      @PolygonHive  3 года назад

      @@runningcoyote9972 You can't see it in the video, but there is a combo system and you can miss if you don't time your attacks right 😉

    • @runningcoyote9972
      @runningcoyote9972 3 года назад

      @@PolygonHive can we talk further ?
      what's ur discord server or member at ?

  • @arsenkurmangali2997
    @arsenkurmangali2997 3 года назад +1

    Standing desk? Respect!

  • @YnsProd
    @YnsProd 2 года назад

    Je commence à regarder tes Devlog, j'aime beaucoup, bon courage Fréro !

  • @patrikbaboumian
    @patrikbaboumian 2 года назад

    Thanks for sharing this man! Very informative and fun to watch!

  • @stewpidasohl
    @stewpidasohl Год назад

    This was a great video. I've only spent about a year working with Unreal and I am at the point I'm attempting to make a full game project, trying to start somewhat reasonable but these kinds of videos are super insightful. I really appreciate it. The game looks good on Steam, it's come a long way! I will wish list and wish you the best of luck man :)

  • @dogubulut6688
    @dogubulut6688 3 года назад +4

    Totally wanna buy this game whenever it gets available, great job mate!

  • @projectlohrim
    @projectlohrim 2 года назад

    Great devlog! And also good progress for one year. Looking forward for next videos!

  • @Skeffles
    @Skeffles 3 года назад +1

    It's nice to see you discuss your game more. I think your first year has gone well and it'll be interesting to see how this progresses!

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you! Next videos will show even more progress 😉

  • @peakakupo
    @peakakupo 3 года назад

    Amazon video. Thanks for the inspiration, I found missing hitting that wall with my game but seeing your journey helped me to keep pushing forward. Keep it up I look forward to this project come to life.

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks for the kind words mate! I appreciate and wish you the best of luck as well 😉

  • @zisonet
    @zisonet 3 года назад

    This is good stuff and a nice format! Definitely gonna follow your progress

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you! I am glad you liked it 😉

  • @antonkalin5501
    @antonkalin5501 3 года назад +4

    Got to love how clean your Map folder in UE is lol ;)

  • @MK-ds1ib
    @MK-ds1ib 3 года назад

    I’m here for all of this!! Amazing content so far! Take your time we will be patiently waiting for updates!!

  • @JTAries
    @JTAries 2 года назад +2

    Great work on the game I'm a solo dev working on my own game too so I really connected with your content and enjoyed it very much. New subscriber from me. I can't wait to check the game out for myself when you decide its ready for the world to experience.

    • @PolygonHive
      @PolygonHive  2 года назад

      Thanks a lot mate! I appreciate the kind words and wish you great luck with your project as well 😉
      And I would like a fellow gamedev's feedback once I have a clean playable version 👍

  • @MortalVildhjart
    @MortalVildhjart 3 года назад +1

    Awesome!, hope to see more in the future! GO you!

  • @slugmanestudios768
    @slugmanestudios768 3 года назад

    This is so awesome, thank you

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you for the support!!

    • @slugmanestudios768
      @slugmanestudios768 3 года назад

      @@PolygonHive of course. It's still like this that keeps my dreams alive

  • @kimochisaiko6442
    @kimochisaiko6442 3 года назад

    Wow men, it's impressive!! Great video

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks man! I am glad you liked it 😉

  • @Erocks301
    @Erocks301 3 года назад +3

    Awesome man. You've got to give up things to make your dreams come true and you seem like the kind of person that will not regret the decision. Because even if you have to start over again, what you've learned cannot be underestimated and I have faith you will achieve greatness in what you want to do. I wish you success but more importantly happiness!

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you so much man for these amazing words of encouragement!!
      And Yes! That was exactly my thinking. Even if it doesn't work out, I will have learned so much in the process 😉
      I do wish you happiness as well and thank you again for this kind comment!

  • @ThanatosTheDH
    @ThanatosTheDH 3 года назад +2

    I love this man! I've been wanting to make my own project that's similar to the Dark Cloud series, but it's very hard. your work looks amazing though.

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you man! I am really glad you like it 😉
      For your project, just try to keep scope reasonable and take it one step at a time. It might seem overwhelming when you see everything there is left to do. But just do one thing at a time and it piles up 😉

  • @nierautomata9654
    @nierautomata9654 3 года назад +6

    I like this video this is such an inspiration .. I hope I can also finish my game one day 😁 I just want to suggest to make the audio louder next time 😉

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you and glad to hear that! Keep it up and finish your game one cell at a time 😉
      And thank you for the feedback I will be making the audio better next time around 👍

  • @capmi1379
    @capmi1379 3 года назад

    Cool. I love the sword figth animation.love it😍

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks man! Glad you like it 😉

  • @blackheartgaming6121
    @blackheartgaming6121 3 года назад +1

    I can’t wait to make games again I didn’t know jack squat compared to what I do now and your game looks epic I like the jet pack jump part a lot

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks man! Yeah the Jet Pack felt really good haha 😉

  • @Xx-Anwar-xX
    @Xx-Anwar-xX 3 года назад

    great job anas , keep it up . respect from morocco

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thanks for the encouragement man!

  • @DamageSoftware
    @DamageSoftware 3 года назад

    Good stuff you got there :)
    Keep up the good work!

  • @hankmoody5514
    @hankmoody5514 3 года назад +4

    Not my type of game, but incredible work man. You are a smart dude

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks for the kind words man!!

  • @TechGuyDane
    @TechGuyDane 3 года назад

    This is great. Glad you were able to chase your passion!
    I'm learning Unreal now looking to build some simple dungeon crawlers.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you! Yeah it's never late to chase one's passion!
      Good luck with your projects as well 😉

  • @ditdejphachon4774
    @ditdejphachon4774 3 года назад

    You did all this by yourself!?. This man is UNREAL.

  • @benikeler
    @benikeler 3 года назад

    Awesome work! Very excited for the Gameplay Ability System tut. I would also love to see how you USE your git repository. I've found lots of resources on how to start one with your project, but not how to actually use it in case something goes wrong and you have to go back to old commits.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you! And Yes that's a good idea! I have been using Git for quite some time, a video about using it with Unreal could be very useful 👍

  • @mikeohc
    @mikeohc 3 года назад

    Very inspiring to see the progress! Not sure if you plan to add this to your game, but I think it'd be cool to add a camera zoom when the swordsman does a stance around 3:10! Amazing work, keep it up

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey! That's a great idea actually 😉 I haven't spent too much time on camera movement until know. So I definitely need to give it some time and have some nice camera movement with the combat 👍

    • @mikeohc
      @mikeohc 3 года назад +1

      @@PolygonHive Glad you have plans for it! These things take time for sure

  • @NawaFQ8e
    @NawaFQ8e 3 года назад

    👍🏼👍🏼 All the best Anas, Allah ywafgak

  • @allinallgames9252
    @allinallgames9252 3 года назад +3

    I would love if you could do a tutorial on how to break down the action rpg template. I have my own melee system but I understand that I will need alot more systems to get everything to a complete playable demo

    • @PolygonHive
      @PolygonHive  3 года назад +1

      I think I will be doing a video about that yes 👍
      It's a great resource but can take some time to get into, so I will be doing a breakdown video 😉

  • @nitroneonicman
    @nitroneonicman 3 года назад +1

    Since you're using Dungeon Architect for your procedural dungeons you can build the dungeons in the editor and bake lighting, have to be honest though, for someone who supposedly has AAA experience this definitely has an asset flipper vibe.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey, thanks for the feedback!
      Yeah I know I can build the dungeons in the editor and bake the lighting but I actually want to build the dungeons at runtime...
      Concerning the asset flip vibe, I am very aware of it and the project is at a very early stage, I am not an artist and can't really make 3D assets for a game of this scope so I do have to get the assets from the marketplace.
      I hope you will not get this feeling the more the game approaches the finish line 🙂
      I am working really hard on this to offer a great roguelike experience with some nice ideas and twists that I do not want to spoil, and I will not release it until it is a polished and original experience 😉

    • @nitroneonicman
      @nitroneonicman 3 года назад +1

      @@PolygonHive I understand, I've been working on a game myself and I know it's better to spend time getting the gameplay loop down before wasting resources bogging down the project with environment materials. I actually recently just switched to using GAS in my project as well. I'm trying to avoid using all the pre-built packages out there for UE4, I know they save a little bit of time in the short term, but tbh most of them really aren't that hard to code. I've experimented with Dungeon Architect and I feel like it's really not a great procedural dungeon asset, one of the major things I discovered is that it doesn't properly rotate wall assets so when you place wall decorations there is a high chance they will end up on the outside of your level which both wastes resources and makes it so 50% of each room is under-decorated. In any case, good luck with your game, we can always use more good rogue-lites.

    • @PolygonHive
      @PolygonHive  3 года назад

      I have faced the same issue with DA with the Grid Builded and will be using the Snap Builder actually for this and for the lighting issue 😉
      GAS is amazing! I think in the future it will be even more integrated in UE and will become the standard way of triggering in-game actions.
      And yeah we definitely could use some more good 3D rogue-lites 😉
      What kind of game are you working on?

    • @nitroneonicman
      @nitroneonicman 3 года назад +1

      @@PolygonHive The game I'm working on is a little hard to describe, it's very music oriented, but it's not a typical rhythm game. I had originally started making it with a procedural open world but I find that excessive exploration can get a little boring especially without a decent rewards system so I'm trying to scale it back to smaller levels. I definitely am implementing RPG and rogue-lite elements into it though.

    • @PolygonHive
      @PolygonHive  3 года назад

      Sounds really cool!
      I really enjoyed a lot of music oriented games, Fez, Thumper, Crypt of the Necrodancer... They can be great immersive experiences!
      Can't wait to see more! Good luck as well 😉

  • @dantegamedev
    @dantegamedev Год назад

    4:40 Start - Retarget
    8:40 Frank Playmax animation packs 11:00 Own Icon

  • @TrepidXz
    @TrepidXz 3 года назад

    Hey man!
    About the light for the procedural generator level, have you tried to bake the light in a 3D software (Blender/3ds max) so that the color-based map has shadows included already? And then on special rooms like the bosses, you could add some dynamic light on the blueprints.
    I am also starting an indie game and I know how hard it is to keep focus, but it seems you have a good thing going on. Good luck!

    • @PolygonHive
      @PolygonHive  3 года назад

      Yes I thought about that but it is way too much work for me as I am not proficient with 3D software. I actually changed the procedural generation method, you can see that the last devlog 😉

  • @yzedussa
    @yzedussa 3 года назад

    Thank you for this video and good luck with the game. Hope to see tutorial about gameplay ability system.

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you and I am working on it 😉

  • @Charziot
    @Charziot 3 года назад +2

    Holy crap your coding skills with unreal is nuts my man!

  • @lycanaes8418
    @lycanaes8418 3 года назад +2

    I thought i was only one holding bottle of whiskey right next to the coffee machine

  • @randomcommenter8783
    @randomcommenter8783 3 года назад

    Kudos to you, man; hope this all work outs for you.

  • @hbirtt
    @hbirtt 3 года назад

    Wow. This is almost identical to a project I attempted a while back. I didn't start with the ARPG Sample, and didn't get in to the ability system, but otherwise this is almost identical, down to the assets and dungeon architect. Ultimately, this is a little too ambitious for me. Yours is looking great. My main issue was creating a good system to have my attack combos tied to weapons. I kept bumping in to the ability system, but I also kept bumping in to warnings to stay away from it. Looks like I should give it a shot.

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you for the kind words! Yeah GAS is one hell of a system!

  • @reeanimationgaming1034
    @reeanimationgaming1034 3 года назад +1

    I’m basically making the same game.. But as a sidescroller 😁
    Great video. Subscribed some time ago 🤜🤛

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey! I've also been subscribed to yours since some time 😉👍

    • @reeanimationgaming1034
      @reeanimationgaming1034 3 года назад +1

      @@PolygonHive Brothers in arms 🤜🤛

  • @Punisher1992
    @Punisher1992 3 года назад +3

    indepth guide would be awesome!

  • @Khemiri9
    @Khemiri9 2 года назад

    love the splinter cell poster

  • @anymo3120
    @anymo3120 3 года назад

    Good luck mate

  • @nabisgaming4297
    @nabisgaming4297 3 года назад

    Excellent vidéo, keep going on!

  • @tineasgia9124
    @tineasgia9124 3 года назад +1

    brilliant; how do you add fbx effects to health bars? are they 2D or something like that?

    • @PolygonHive
      @PolygonHive  3 года назад

      Yes they are 2D made with UMG, nothing special actually just a basic animated progress bars 😉

    • @tineasgia9124
      @tineasgia9124 3 года назад

      @@PolygonHive Any tutorial or documentation on how to do it? i'm new to those things

    • @PolygonHive
      @PolygonHive  3 года назад

      @@tineasgia9124 here's a decent tutorial 😉
      ruclips.net/video/M1ZxSUys8UQ/видео.html

  • @Tempus0
    @Tempus0 3 года назад +1

    Your game looks great! Can't wait for the next update.
    For lighting procedural environments, do you use lightmaps or are you going full dynamic lighting?

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks a lot! I do not have much experience with baking lightmaps so I am thinking about going full dynamic lighting and some post processing to get an original look. I will see how that goes. And I will also experiment with lightmaps as well to see what I can get 😉

  • @justinreich3486
    @justinreich3486 3 года назад

    You've got my money! Well done!

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks for the support man! I appreciate 😉

  • @dreamingacacia
    @dreamingacacia 2 года назад

    the moment I watched this video is like "wow, why the game looks so good already" and then I started compared to my own project. Then I realized "oh it's 1 year of progress" while my project is merely a month and a week, and I just got the real goal for my project a little while ago.

    • @PolygonHive
      @PolygonHive  2 года назад +1

      Keep going, your game will get better one step after the other 😉

    • @dreamingacacia
      @dreamingacacia 2 года назад

      @@PolygonHive I won't give up anymore, this game gonna ship no matter how hard it is. If the quality isn't to my satisfaction I'll just use the lessons for my next projects.

    • @PolygonHive
      @PolygonHive  2 года назад +1

      That's a great spirit 👍

  • @egretfx
    @egretfx 3 года назад +1

    Such a great video!

  • @kistech3839
    @kistech3839 3 года назад +1

    I have been playing with the action rpg and i was just wondering how do you make the transitions between the animations in the anim montage. I feel like am tapping the attack button more frequently just to go to the next combo.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey, so I'll try to summarize how combos work, I hope it'll be clear enough :)
      - Basically in your Animation Montage, you have multiple animations, which are also Sections, called "combo1", "combo2", "combo3"...
      - At the end of each Section (animation), you place a JumpSectionNS, this Notify State tells the Anim Montage that from this moment if you hit the Attack Button you should Jump to another Section. This Notify State has a variable array called JumpSections that you need to fill with the Sections' names you wish to jump to when you hit the Attack button again ("combo2", "combo3"...).
      - Every time you enter a JumpSectionNS, a Bool Flag and a Reference in your BP_PlayerCharacter is set with the new JumpSections array to let your Character know he is doing a combo and hitting the attack button again will randomly jump to one of the Sections that are in your JumpSections array.
      The important files to look at to understand this are :
      - Your Animation Montage with sections and JumpSectionNS at the end of each animation section, if you select the JumpSectionNS you will see the JumpSections array set in the details panel.
      - The JumpSectionNS Blueprint under Blueprints/AnimNotifies.
      - The BP_PlayerCharacter Blueprint, especially the JumpSectionForCombo function.
      As it is implemented in the Sample, if you keep hitting the attack button you will for sure execute all the combo. But I will change this so that if you keep smashing the attack button you will not be able to execute the combo and will lose your stamina.
      I also added a lightning animation to the hand of the character for when he is in the JumpSectionNS, so whenever he is ready to execute the next attack in the combo, you can see a lighting around his hand and the base of the weapon. I need to make this more visible though.
      There you go! I hope this will help you, I've been asked to make a video about the process of making weapons and setting them up. So I'll probably make a detailed video about this when I have new weapons to implement 😉

    • @kistech3839
      @kistech3839 3 года назад

      @@PolygonHive am tapping alot just to enter a combo is there a way to enter a combo without having to tap the attack button 3 or 4 times just to enter another combo

    • @PolygonHive
      @PolygonHive  3 года назад

      ​@@kistech3839 So this depends on how you want your game to feel.
      If you just want to jump to the next combo attack whenever you hit the attack button, you can just make the JumpSectionNS larger and cover almost all of your section in your animation montage leaving just the start of the animation uncovered.
      But the side effect of this is that you will sometimes jump to the next attack before finishing the current one. Usually just enlarging the duration of the JumpSectionNS should allow you to jump from one section to the next more easily.
      As the sample is set, some JumpSectionNS are too small and require you to hit the attack button again and again to not miss it. So just try to make the JumpSectionNS larger and see how that works out for you 😉

  • @r1pfake521
    @r1pfake521 3 года назад

    Are you still working on the Ability system tutorial video? Because I would like to watch that.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Yes I am still working on it!
      I am sorry for the delay on that one. I am remodeling my entire office and haven't been able to work on videos for the last 2 weeks.
      I am almost finished and will be back making videos next week 😉

  • @DJM3D
    @DJM3D 3 года назад

    I'm in the beginnings of using GAS. I'll be watching for that video. let me check and see if you haven't already posted it.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      I haven't posted it yet. But it should be good in a couple of weeks. Stay tuned 😉👍

  • @mykiono
    @mykiono 3 года назад

    Super nice sharing, thank you....ahahah, I live in south Portugal as a yoga teacher and beekeeper....and future game dev!

    • @PolygonHive
      @PolygonHive  3 года назад +1

      You're welcome and good luck as well 👍
      And by the way I really loved visiting your country 😉

    • @mykiono
      @mykiono 3 года назад

      I also love great graphics. I play video games since sinclair pc, atari, amiga...black and white with casette with loading times of 45mn and crashes and you have to wait again! I always was buying the latest graphic cards and pcs for better visuals in games, So I had 100 pcs in my life! Love metal gear solid, tomb raider, witcher...and in metal gear solid I always liked to improve sniper weapon. So in your game players will have a weapon of election. So allow to improve their weapon of choice with added bonus in attacks, prop upgrade for the weapon and new combos. Players will love that
      ! And as stats study, for monetizing, special edition improvment of their weapons as payable add ons ;) business mind is required always!

    • @PolygonHive
      @PolygonHive  3 года назад +1

      @@mykiono Thanks for the nice ideas 👍
      We started playings games around the same era I think, and I am also a huge fan of Metal Gear Solid!
      I am planning on having some character building and customization through the weapons and character skills 👍 next Devlog should be of interest to you i think 😉

    • @mykiono
      @mykiono 3 года назад

      Another great feature is intelligent monsters when you die. It is implemented in mordor middle earth game. Each time you die difficultie increase, BUT, for a player to not be discouraged and quit playing, you can create an AI so that the enemies know your combat “habits” and make the player apply new skills amd combat techniques. Routines becokes boring in a game, so when you learn the player behaviour in”back scene” you can give spice to the game. Players now are more demanding, intelligent and smart, than 30 years ago. Shake their “brains” and they will love it. Even the bosses. Instead of being the exact same combos and attacks, because each ti e you die you know how to kill them with almost eyes closed. Create 3 or 4 combos the monster boss uses, but apply them randomly. So it will always a surprise for the player and will need to be sharp mind to win each boss. You know they are millions of games. So I want to help you to become more and more unique and original. Enjoy coding, as I enjoy designing ;)

    • @mykiono
      @mykiono 3 года назад

      @@PolygonHive yes, it will be interesting devblog, but I am a primitive coding brain as I mentioned. I am still searching in youtube videos and tutorials forma basic code for trigger enter 2d, so that when my character reaches a certain area , it triggers some animation, or visual effect at this moment comes on screen of this part of the level! For you is 5mn and 10 lines of code....! For me already 2 weeks of search and trial! It is the only wall of big brick that slows my game dev process. I could spend 20 hours a day creating, designing, but when comes the code to make things happen, I block my work for weeks....

  • @andreasrom6812
    @andreasrom6812 3 года назад

    Just found your channel a few days ago, and can't wait to follow the process of your game development :-) The only thing that I noticed was that it could sometimes be hard to hear what you was talking about, so maybe invest in a microfon would improve the quality of the video?
    I know it can be quite an investment, but I think it would be a shame if bad sound is the reason why you don't get as many subscribers as you deserve. I really like your content, so I hope this little advice can be of use to you :-)

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey! Thank you for the nice words!
      Yes, I think I had an issue with the audio in this devlog. I hope the new one is better, I actually did invest in a Mic 😉

  • @chrisheisler3098
    @chrisheisler3098 3 года назад

    @Polygon Hive What's the name of the adjustable desk you are using. It looks good, would you recommend?

    • @PolygonHive
      @PolygonHive  3 года назад +1

      It's an affordable one I got online by Somgmics. I would recommend it if you do not have a lot of space but I actually prefer motorised standing desks because the entire desktop lifts up and you do have more space to work with 😉
      I actually changed mine for a motorised desk frame, I will talk about it shortly in a future video when I'll show the new office space 😉

  • @Wistrebs
    @Wistrebs 3 года назад

    حض موفق يا ابن خالي

  • @GameDevJosh
    @GameDevJosh 3 года назад +1

    Love it! How difficult was it to get the random level generation working?

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thanks Joshua! Actually, with Dungeon Architect, it was a lot easier than I thought it would be to get started. It didn't take me long to learn the plug-in at all.
      But the hardest part is yet to come to get a nice looking dungeon with enough variety and gameplay 😉

    • @GameDevJosh
      @GameDevJosh 3 года назад +1

      @@PolygonHive ive tried making one in unity but couldnt get to work in 3D at all 😩 glad to know there’s a reliable plugin on unreal! What do you expect to be difficult going forward?

  • @adamsmith4982
    @adamsmith4982 3 года назад

    Inspiring my friend. Keep it up.

  • @canishelix6740
    @canishelix6740 3 года назад

    Tutorial on setting up and using GAS? Plus Synty Assets (big fan), and procedural levels.... Subbing is a no-brainer. Where is your Patreon!?

    • @PolygonHive
      @PolygonHive  3 года назад

      Haha thanks a lot! I am actually thinking about it 😉
      What kind of things do you expect from a game dev patreon? I am interested to know

  • @TheBugB
    @TheBugB 3 года назад

    Never even heard of the ability gameplay system. Gotta look into that lol

    • @PolygonHive
      @PolygonHive  3 года назад

      Definitely worth it 👍

    • @TheBugB
      @TheBugB 3 года назад

      @@PolygonHive I feel like I’m too deep now to implement it. But maybe next game! It kinda just lets everything be really modular right? Packs things up nicely so you can pass it around to other classes easier?

  • @sinistermephisto65
    @sinistermephisto65 3 года назад +1

    This is the first time I got a thumbs up for subscribing lol

  • @Jey1Studios
    @Jey1Studios 7 месяцев назад

    That orange and blue material is that custom developer material you personally made?

    • @PolygonHive
      @PolygonHive  7 месяцев назад

      I think they are the grid materials that came with Dungeon Architect if I remember correctly.
      Otherwise I must have gotten them from the marketplace. It's been a while :)

  • @Grovezy
    @Grovezy 2 года назад

    Id love to have a go of that shooter

    • @PolygonHive
      @PolygonHive  2 года назад +1

      It's still there waiting to be picked up again haha

  • @hjhw100
    @hjhw100 3 года назад

    Nice vid! It's cool to see the progress over time - I'm also doing an action RPG, working on my vertical slice now and once it's complete I'd love to do a similar video myself. I kinda wish I had the time to explore things like procedural dungeon generation but indi Dev is a big time eater, super hard to do while holding down a job!
    Best of luck with the game anyways, I'll buy a copy! (What platform do you plan to release on btw - low poly and Switch seems a good combo)

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Thank you for the kind words!! And yeah indie dev is an incredible time sink :)
      Take your time and build your project step by step, you'll eventually get to a point where you can see the road ahead and maybe decide to go full time as well!
      I am planning on releasing it on PC first, after that I'll go for either mobile platforms or Switch and if things do go well, I'll target the other consoles ;)

  • @xardasvb
    @xardasvb 3 года назад

    yeah you definitely should implement target system

    • @PolygonHive
      @PolygonHive  3 года назад

      I am planning on prototyping it to at least try and see if it makes the combat better 😉

  • @isulaperera
    @isulaperera 3 года назад +1

    Good stuff!❤️

  • @mikeuzundai9475
    @mikeuzundai9475 3 года назад

    I have a little question. Please, tell what way of learning Unreal Engine is the best in your opinion and what courses would you recommend?

    • @PolygonHive
      @PolygonHive  3 года назад

      The Unreal Online Learning Courses are a great free place to start 😉

  • @polymakegames
    @polymakegames 3 года назад

    Me, being an intellectual, accidentally wrote my own gameplay ability system without knowing this was even useful. Great devlog showcasing some badass features

    • @PolygonHive
      @PolygonHive  3 года назад

      Thanks a lot! And yeah the same happened to me on that first project you see in the devlog. I did write my own abilities system and my own asset manager 😅

    • @Rev2k010
      @Rev2k010 3 года назад

      Your not a intellectual your a liberal.

  • @GmoneyMozart
    @GmoneyMozart 3 года назад

    I'm just getting started with Unreal. Any resource tips? Tutorials? Udemy? Etc...

    • @PolygonHive
      @PolygonHive  3 года назад

      The Unreal Online Learning courses are a great place to start 😉
      www.unrealengine.com/en-US/onlinelearning-courses

  • @yearzeta9045
    @yearzeta9045 3 года назад

    I just realized that the best description of my game is a mix of Skyrim, Far Cry, Dark Souls, and Resident Evil/Biohazard.

    • @PolygonHive
      @PolygonHive  3 года назад

      Sounds really cool! I love all of those games 😃

    • @yearzeta9045
      @yearzeta9045 3 года назад

      @@PolygonHive Yeah. I hope it works out. I am only one person. But I actually might have another person joining the team soon. Hope you're game works out too. It looks fun!

  • @KHAOSINTERACTIVE
    @KHAOSINTERACTIVE 3 года назад

    The camera on mobile only moves in the X axis in Action RPG. How do i make it to move also in the Y axis?

    • @PolygonHive
      @PolygonHive  3 года назад

      Action RPG has different controls for PC and Mobile platforms in the Character Blueprint. And PC has camera movement around the Y axis. You can just try to adapt the PC camera movement to mobile and it should work ok 😉

  • @isleklukas7805
    @isleklukas7805 3 года назад

    Late comment, so I hope you will see that. Just a quick question: I'm making a game project and want to implement the GAS. Would it be better to create the GAS code yourself by following tutorials or to start with and tweak the Action RPG Example project, since it has all the functions already (I dont know if its possible to disassemble this project without getting problems)?
    Edit: By disassemble I mean to really delete all assets and only use the c++ codes in blueprint

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey!
      Personally I would recommend using the Action RPG sample as a basis for your project because it has a very good implementation of GAS and it is well made so it will not be a problem to disassemble it 😉
      But even if you choose to start from scratch, I would recommend to check out the Action RPG sample's C++ code and learn from it and do something similar for your own project, but you will be remaking a lot of things that are already implemented in the sample 😉

    • @isleklukas7805
      @isleklukas7805 3 года назад

      @@PolygonHive man thanks for the quick answer. You probably know how important such decisions for indies are, which could save maybe a month of work.

  • @shokew2241
    @shokew2241 3 года назад

    Great video I hope you consider streaming and or making a patron for this adventure! (please make mic much louder then music)

    • @PolygonHive
      @PolygonHive  3 года назад

      Thank you! Yes I am considering both but I am still trying to figure it out 😉
      And I will try to make the sound better 👍

  • @justinreich3486
    @justinreich3486 3 года назад

    I'm curious, why do you prefer standing at the computer? Is it more comfortable?

    • @PolygonHive
      @PolygonHive  3 года назад +1

      I had some back problems a couple years ago and had spine surgery. I since then alternate between standing and sitting positions. It's definitely better for the back especially when working for long hours 😉

  • @TheKnightBringer
    @TheKnightBringer 3 года назад

    I've been using dungeon architect for a while but the problem I'm running into was actually implementing it into a level to where it can load up Do you have a video to where you show how you implement the dungeon architect plug-in into your own game

    • @PolygonHive
      @PolygonHive  3 года назад

      I do not have a video yet, but the next devlog will be about procedural generation and I will show that in it.
      Here's a summary of how to do it:
      In your level blueprint on BeginPlay, get the dungeon actor by doing a GetAllActorsOfClass Dungeon and saving it a variable and call the BuildDungeon function on it and give it a random integer as a seed.
      The Dungeon Architect Runtime Dungeon Demo Sample shows how to do this 😉

  • @Irishpierre1
    @Irishpierre1 3 года назад +1

    Hey! Great video! Only thing I'd say, you're VERY quiet! Even maxed out, it's a little hard to hear what you're saying, and I wanna hear! Haha

    • @PolygonHive
      @PolygonHive  3 года назад

      Haha yeah sorry for that, new devlog sounds better normally 😉

  • @gonza9467
    @gonza9467 3 года назад

    super cool!

  • @JustPlainRob
    @JustPlainRob Год назад

    Interesting video, but you need to boost your volume. Almost impossible to hear at max volume with headphones on.

  • @ForeverNils
    @ForeverNils 2 года назад

    Great job :)

    • @PolygonHive
      @PolygonHive  2 года назад

      Thank you 🙏

    • @ForeverNils
      @ForeverNils 2 года назад

      @@PolygonHive Can you please specify hardware specs of your PC?

    • @PolygonHive
      @PolygonHive  2 года назад +1

      Lenovo Legion
      I7 6 cores
      RTX 2080 MaxQ
      32 Gb Ram

  • @arphaksad01
    @arphaksad01 3 года назад

    I’d like to translate the original text based Zork game into Unreal engine world. Thanks for the inspiration

    • @PolygonHive
      @PolygonHive  3 года назад

      That would be an awesome game! Please do it 😃

    • @arphaksad01
      @arphaksad01 3 года назад

      @@PolygonHive I’m an Unreal noob. So it may take some time

  • @michael541
    @michael541 Год назад

    What is better to use to create single player RPG? Blueprints or C++?

    • @starvosxant4348
      @starvosxant4348 Год назад

      Blueprints are easier to implement and build.
      C++ are harder, but it is better performant and faster to run.
      BPs are the reasons solo devs can build high quality games and reason why Unreal is so popular.

  • @OnigoroshiZero
    @OnigoroshiZero 3 года назад

    This looks amazing, great video.
    I considered using the ability system UE4 has for my game. I want to make a turn-based RPG, the combat is like in The Last Remnant where the player gives commands to entire groups before each turn, and when it starts it goes full cinematic mode. The units have a few dozen different attributes and resistances, and they get exp for some of them based on the actions they perform each turn.
    I watched the video from the Unreal team that explains how the ability system works, but don't know if it is flexible enough or if it gives me enough control to make it work the way I want to. I probably need to go more in-depth for this.
    Also, are you considering to upgrade the project to UE5? It will come out in a few months.

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Hey, Thanks a lot!
      The Gameplay Abilities System is very flexible and should allow you and help you achieve your vision for your Turn-Based RPG. You can do a lot with it but it takes some getting used to 😉
      As for Unreal 5, well I hope I'll finish my game before it's released and start my next game with UE5 but if it's not the case I might consider migrating if there are some features that I really want otherwise I'll just stick with UE4 for this project 🙂

  • @LivingArtisan
    @LivingArtisan 3 года назад

    How did you integrate dungeon architect with Action RPG ?

    • @PolygonHive
      @PolygonHive  3 года назад

      It was actually pretty straightforward.
      I installed the plugin, followed the DA tutorial to create my first dungeon, and followed the Runtime Dungeon part of the tutorial to have the dungeons be built during runtime.
      My upcoming Devlog (next week) will be about about procedural generation and will explore this in more detail, I will add a setup part to explain this 😉

  • @naza0777
    @naza0777 3 года назад

    such an inspiring journey thank you for the quality video, please if you have time to explain the ability system for a non c++ user and ill appreciate that, do you think a person who use just blueprint can get use of the action RPG like you do or its not possible?

    • @PolygonHive
      @PolygonHive  3 года назад

      Hey! thanks for the kind words 😉
      I will try to explain the Ability System as best I can to both C++ programmers and Blueprint users in a video I am preparing about it. Keep in mind that as of today you have to do a bit of C++ to have the Gameplay Abilities System configured in your project, you can not use it in a Blueprint only project. But actually the C++ part is not very complicated and once you have it done you can do all the rest in Blueprint.
      As for the Action RPG sample, I actually didn't modify much of the C++ code. I will in the future but everything I've done until know is mainly Blueprints. There isn't a lot of C++ in the sample, only the base architecture, most of the logic is in Blueprints. And the sample can be a great way to get into C++ step by step the more you understand it and modify it 😉

    • @naza0777
      @naza0777 3 года назад

      @@PolygonHive thank you cant wait to see your explanation, please if you can show why that ability system gives us that we cant do in blueprint ill appreciate that because every time someone explains that they give examples by things we do easly in blueprint and i always wonder why should i use it. thank you

  • @Tech_Publica
    @Tech_Publica 3 года назад

    you should have made a detailed series of tutorials showing how to build this game..... that would be interesting content...
    I guess you are still in time to do it...

    • @PolygonHive
      @PolygonHive  3 года назад

      I am planning on making a course, but once I finish the game to have a more complete view 😉

    • @Tech_Publica
      @Tech_Publica 3 года назад

      @@PolygonHive , yes more complete but less genuine.. I am sure most people are interested in seeing how a real project gets done, with all the hiccups and false starts .. besides when you are done your mind will probably find this boring and start looking for something else to do and worry about..
      Just my 2 cents!

  • @kistech3839
    @kistech3839 3 года назад

    is it possible to make each weapon to have its own movement blend space unlike all the weapons sharing one. if it is possible i would appreciate your knowledge on how to go about it.

    • @PolygonHive
      @PolygonHive  3 года назад

      Hey! Yes it's possible, that's what I have in my game.
      You can have each weapon have a type from an enum and in your anim blueprint do a blend on that enum based on your equipped weapon with the blendspaces for each weapons 😉

    • @kistech3839
      @kistech3839 3 года назад

      @@PolygonHive is there any specific functions i have to modify in bp_character or the anim blueprint

    • @PolygonHive
      @PolygonHive  3 года назад +1

      @@kistech3839 Yes all of this is going to be in your Anim BP, in the Event Graph you get the current weapon and save the weapon category as a variable. And in the Anim Graph you do a blend on that weapon category to be able to switch from one blendspace to the other 😉

    • @kistech3839
      @kistech3839 3 года назад

      @@PolygonHive thanks finally managed to get it to work.

  • @derakon4791
    @derakon4791 3 года назад

    I have question plz , there is lot of assets in unreal engine market. I like some of them and I want use them for Android mobile game. I want use paragon heroes for Android game but I read that this assets platform is windows x 64 bit. I cannot use them for Android game? I'm ask this question lot of time but everyone give me different answers.

    • @PolygonHive
      @PolygonHive  3 года назад

      Hey! Paragon assets are just meshes and animations. Of course you can use them on mobile. They will be a bit heavy for a mobile game but it should work nonetheless 😉
      Just don't put too many of them at the same time or your performance will take a hit.
      But using a Paragon character as your main character should work just fine on any platform 😉

    • @derakon4791
      @derakon4791 3 года назад

      @@PolygonHive tnx you so much, love you. And tnx RUclips he finally recommended something amazing. I love this chanel

  • @flashplays6489
    @flashplays6489 3 года назад

    Been workingj in ue4 for around 7 months its not easy im still having trouble making a single game

    • @PolygonHive
      @PolygonHive  3 года назад

      Just keep at it! It gets easier the more time you spend with it 😉

  • @Staglaitor
    @Staglaitor 3 года назад

    hi, - how much do you use physics effects?

    • @PolygonHive
      @PolygonHive  3 года назад

      I do use visual effects everywhere I can to enhance the game feel. Basically whenever the character makes an important animation, I try to accompany that with effects 😉

  • @geno2kgeno
    @geno2kgeno 3 года назад

    Yeah, please do a tutorial on how you use GAS :-)

    • @PolygonHive
      @PolygonHive  3 года назад +1

      Coming soon, not the next video, but the one after. It will be a nice complete guide and there may be even more videos on the subject after that 😉

  • @mohamedmustafa9743
    @mohamedmustafa9743 3 года назад

    I Got The same problem u had "many over ambitious projects , never will see the light"
    I'll be waiting for ur tutorial .
    Action RPG seems great but i use blueprint mostly , i know some c++ but to dive in this project n add new weapon i'll need a step by step tutorial , do u know any step by step tutorial for Action RPG ???
    when u got free time , consider making Action RPG step by step guide " adding new weapon and new ability " , it seems u worked on it for so long so u might be the best to show us how to build on it

    • @PolygonHive
      @PolygonHive  3 года назад +2

      Hey! Yeah overdesigning is a common issue when we get into Game Dev!
      There is actually an Epic Games stream about the Action RPG Sample but there is no good step by step tutorial to my knowledge.
      So Yes, I can definitely work on a tutorial for the Action RPG Sample, that's a good Idea 👍

  • @enikey87
    @enikey87 3 года назад

    GAS to our mass!

  • @tahayasinfirtina1006
    @tahayasinfirtina1006 3 года назад

    İ need a tutorial for this git system, any recommendations?

    • @PolygonHive
      @PolygonHive  3 года назад

      I use Tortoise GIT for my git projects. You can use it with any projects not just Unreal 😉

  • @RM-bg5cd
    @RM-bg5cd 3 года назад

    Breathe from your belly!

  • @MrDawg-ol5pc
    @MrDawg-ol5pc 3 года назад

    Where did he get his world?

    • @PolygonHive
      @PolygonHive  3 года назад

      What world are you talking about? 😅

  • @s.w.e.d.3057
    @s.w.e.d.3057 3 года назад

    where is that video at mate?

    • @PolygonHive
      @PolygonHive  3 года назад +1

      I am working on the next one 😉
      I've been working on the procedural dungeons, It took a bit more time than expected, but the video is almost ready 😉

    • @s.w.e.d.3057
      @s.w.e.d.3057 3 года назад

      @@PolygonHive amazing video. I get coding, developing and then creating videos can take its time. Any quick tips on the package?

    • @PolygonHive
      @PolygonHive  3 года назад

      Well, I am still in the process of figuring it out, but I'd say the most important thing is to limit your video editing time because it can easily drag on forever.
      So whenever you have a video to make, give yourself a limited time (say 2 days) to edit it and try to respect that time frame otherwise you can spend weeks on a single video trying to make it perfect 😉

  • @malinroot
    @malinroot 3 года назад

    👍👍👍👍👍👍👍

  • @mikedev5263
    @mikedev5263 2 года назад

    Remove the slow motion ! Use it in special attacks !

    • @PolygonHive
      @PolygonHive  2 года назад

      Yep planning on doing that ;-)