There are bound to be a few bugs, feel free to leave them here and I’ll get them patched asap. Sorry the vid took a lot more effort than I was expecting so bug fixing was minimal haha.
I think the Exp Card makes your Exp gains like infinite? Idk I kept leveling up on repeat after grabbing it. Also, the Extra Draw Card crashed the game for me haha. I am impressed with what you were able to accomplish in such a short amount of time, however. I especially like the Sandevistan effect.
I tried out the game quickly and I'll post some of the problems I ran into when I was playing it for around 30 mins. Warning this post is really long and It's a little weird to format on youtube. ==================================================================BUGS======================================================================= - Like the guy above me said, when I got the Extra Draw Card my game froze and wasn't able to play anymore. I could still open the esc menu, and I had to use the restart game to continue - On my first run with the Assault Rifle I was able to get to level 17 before I could no longer pick any cards when I leveled up. It would freeze the game and I could unfreeze it with going into the esc menu and back out to continue. However, I still couldn't pick a card and was still 17 with a full xp bar. Once I got enough xp to level again. The same freeze would happen and I had to esc in and out to continue. - I kept playing my first run until I hit 5 minutes and let the guys kill me. Even as I died and the death animation played it kept spamming the hurt sound. - On the second run, my timer had continued from the first run and I was already at around 5 minutes. - I had the option to pick the sandevistan multiple times even though it wouldn't do anything - I got the sandevistan the first run, but I was able to use it in my second run despite not getting it yet. - In the second run after picking some xp cards I was able to fully level off a one xp cube. Spent most of the run picking cards and avoiding the extra card upgrade. - Because I was constantly left clicking when using the sword, whenever I got a level up I would immediately pick a card on accident. - Because of the timer bug running on into my next game I was able to quit at around the 7 minute mark (5 mins from first run, and 2 mins from second). This got me enough credits to max the rest of the ripper doc upgrades. - When picking a weapon at the start all 3 weapons say they rapidly fire projectiles even though 2 of them are swords. - I started a round with 12 rolls even though I should only have around 6-8 (Not sure how many I'm supposed to have). - On my 3rd run I unlocked the sandevistan and I wasn't able to use it at all. There was also no cool-down indicator on it. I also got the upgrade dozens of times and still couldn't use it. - The xp card bug making me level off every xp drop made me hit a high level extremely quick. In the end the only 2 cards I could get were the extra card which would break my game, and the sandevistan that didn't work. - When rolling, xp cubes stop coming towards you and continue again when you finish the roll. - It still plays the hurt sound when an enemy hits you even whilst rolling. There's more bugs, but I'd have to play more to find them and have to constantly try and avoid all these problems to get there. A little bit of feedback for the game besides the bugs ===================Feedback================== - You level way too quickly even without the xp bug. I was spending a lot of the early minutes I played in the card picker. The start of the game wasn't very smooth with the constant leveling and card picking. - The sword swings look cool but kinda feels bad. I wasn't able to tell if my sword swings were always hitting or not (They weren't always hitting I'm pretty sure). - The upgrades in the ripper doc were way too cheap and their displayed increases were weird. For example the first reload upgrade said 100% > 100% and then on the second level it said 100% > 105%. I got enough credits from a one 5 min run to get around half the upgrades. - I saw a card for damage mitigation which reduced the damage you take by 50% which is pretty strong if it does what it says. After that it then shows another 12 cards that mitigate damage that you can pick. - I think you should also nerf the firerate cards and rename them to attack speed have them also apply to the swords (Maybe they already do, but I'm not sure). - 1 is a little awkward to press for the ability, I'd suggest changing it to something else like Q or E
TJ, it was really cool seeing this project come together in only one month. You covered so many important topics in these videos, yet the pacing (and humor!) were absolutely on point. It's obvious that you put a ton of work into this and I really appreciate it! Stoked to download the game and kill me sooner Cyberpunk zombie robot guys.
2:18 - It mostly only matters if you want to pre-place certain things on the map, say a start and a goal. But if you were to propagate the collapsing possibility space to the next tile(s) as well then you can pick a random tile from anywhere since you'd only have valid tiles on the entire map. The difference should be minimal when you have a single starting point. But if you want to place a single tile of a specific type, say a single upgrade store and a single parking lot where the player starts, then you could place those randomly first, propagate the required tile changes, and still have a functioning map. It also helps when you want to add multi tile pieces, say a park area, since it would ensure that the park has enough space to put an edge tile down even if the generation were to wrap around the back of the park area. Without flood filling the propagation you would have situations where it would pick tiles that don't have any possible tile to choose between them. Not certain if flood filling it will guarantee the map will work though, most people that work with WFC go for the lowest entropy selection and just restart the generation if the map fails to collapse completely.
Wow this cyberpunk game turned out really great. You make it look so easy to make 3D games and yet every time I try I fail - that's why I'm sticking with developing only 2D games - at least for now. Anyway, great video. Keep up the good work :) - Dan
Thanks a lot for the video and especially the Code. I've been doing the exact same Thing for a couple of weeks - procedurally generate a Cyberpunk City - and your code could help me a lot. I chose a different approach, I randomly placed whole streets and then dynamically filled the space inbetween with procedurally generated buildings. The wavefunction collapse method seems more organic though, I think I'll revise my code now after seeing this video. Liked and subscribed
Late to the party, but when I implemented wfc instead of generating all orientations I would just have a bool that either allows rotations or not and then during lookup it would either pick from all orientations or just one. And shifting the compatible tiles with orientations is quite easy, so imho it saves the headache in the long run.
What you also could do if you decide that steering wfc behaviour is getting too complex is just create some partially built blueprints that contain most important tiles and feed that to wfc, works like a charm.
Amazing stuff. Have you read about how Spelunky creates it's levels? I believe that game does something similar. They have some prefabs for rooms, but have some random noise that makes each room somewhat unique. For your prefabs you could do something like different graffiti or light colors or whatever you have time or interest adding. I'm curious though, for your entropy are you accounting for the duplicates?
Hey thanks, no I haven’t looked into spelunky’s Gen but I’ll watch some videos on it. Yes I account for duplicates, as technically they are all options
I meant more that it could cause an invalid weight. say for example one side has two curves while another side has 4 grass that are exactly the same. It should technically be 1 grass. If that makes sense.
Great job! It looks great. Definitely going to be stealing that wave form collapse idea for random generation. Still working on my game, but it's nearly feature complete. Then I just have to work out art and menus/UI. :)
Good Job my dude! You've inspired me to do a similar challenge and attempt some devlogs. I too need practice on completing games and releasing them. I'm going to attempt a similar genre but not do cyberpunk and instead something Western.
@@F4kuBrOI'm late so you are maybe a pro now, but I want to give an advice that seem obvious but that is the key imo: pratice. It do not matter if it's small projects from scratch or something downloaded form internet, just try to mess with things. Codes are langages, and like any langages it's way easier to learn by praticing and experiencing that by learning everything in a book.
City Gen and visuals are looking good, gameplay and polish not so much in the demo. I think you should nail down the core game-mechanics first, and the obvious bugs (not getting constantly slammed by upgrades for example).
You mean character? If so I am really sorry I used unity too but I never managed to learn how to make a character walk with animations. Sorry I can't help you. I hope someone here can though. Edit: or try a tutorial mabye idk. Again sorry I can't help.
This is amazing! I wish it was possible to play it on the web instead of downloading, using webgl, I think unity and itch has that option. Never the less, it reminds me of diablo and I love it!
I'll do a better logo for you and I also didn't go to art school, as an artist and a pipefitter I'm here to say you don't have to work at a restaurant as an artist ;) also you don't need art school :)
There are bound to be a few bugs, feel free to leave them here and I’ll get them patched asap. Sorry the vid took a lot more effort than I was expecting so bug fixing was minimal haha.
I think the Exp Card makes your Exp gains like infinite? Idk I kept leveling up on repeat after grabbing it. Also, the Extra Draw Card crashed the game for me haha.
I am impressed with what you were able to accomplish in such a short amount of time, however. I especially like the Sandevistan effect.
I tried out the game quickly and I'll post some of the problems I ran into when I was playing it for around 30 mins.
Warning this post is really long and It's a little weird to format on youtube.
==================================================================BUGS=======================================================================
- Like the guy above me said, when I got the Extra Draw Card my game froze and wasn't able to play anymore. I could still open the esc menu, and I had to use the restart game to continue
- On my first run with the Assault Rifle I was able to get to level 17 before I could no longer pick any cards when I leveled up. It would freeze the game and I could unfreeze it with going into the esc menu and back out to continue. However, I still couldn't pick a card and was still 17 with a full xp bar. Once I got enough xp to level again. The same freeze would happen and I had to esc in and out to continue.
- I kept playing my first run until I hit 5 minutes and let the guys kill me. Even as I died and the death animation played it kept spamming the hurt sound.
- On the second run, my timer had continued from the first run and I was already at around 5 minutes.
- I had the option to pick the sandevistan multiple times even though it wouldn't do anything
- I got the sandevistan the first run, but I was able to use it in my second run despite not getting it yet.
- In the second run after picking some xp cards I was able to fully level off a one xp cube. Spent most of the run picking cards and avoiding the extra card upgrade.
- Because I was constantly left clicking when using the sword, whenever I got a level up I would immediately pick a card on accident.
- Because of the timer bug running on into my next game I was able to quit at around the 7 minute mark (5 mins from first run, and 2 mins from second). This got me enough credits to max the rest of the ripper doc upgrades.
- When picking a weapon at the start all 3 weapons say they rapidly fire projectiles even though 2 of them are swords.
- I started a round with 12 rolls even though I should only have around 6-8 (Not sure how many I'm supposed to have).
- On my 3rd run I unlocked the sandevistan and I wasn't able to use it at all. There was also no cool-down indicator on it. I also got the upgrade dozens of times and still couldn't use it.
- The xp card bug making me level off every xp drop made me hit a high level extremely quick. In the end the only 2 cards I could get were the extra card which would break my game, and the sandevistan that didn't work.
- When rolling, xp cubes stop coming towards you and continue again when you finish the roll.
- It still plays the hurt sound when an enemy hits you even whilst rolling.
There's more bugs, but I'd have to play more to find them and have to constantly try and avoid all these problems to get there.
A little bit of feedback for the game besides the bugs
===================Feedback==================
- You level way too quickly even without the xp bug. I was spending a lot of the early minutes I played in the card picker. The start of the game wasn't very smooth with the constant leveling and card picking.
- The sword swings look cool but kinda feels bad. I wasn't able to tell if my sword swings were always hitting or not (They weren't always hitting I'm pretty sure).
- The upgrades in the ripper doc were way too cheap and their displayed increases were weird. For example the first reload upgrade said 100% > 100% and then on the second level it said 100% > 105%. I got enough credits from a one 5 min run to get around half the upgrades.
- I saw a card for damage mitigation which reduced the damage you take by 50% which is pretty strong if it does what it says. After that it then shows another 12 cards that mitigate damage that you can pick.
- I think you should also nerf the firerate cards and rename them to attack speed have them also apply to the swords (Maybe they already do, but I'm not sure).
- 1 is a little awkward to press for the ability, I'd suggest changing it to something else like Q or E
Is there a best way to get ahold of you for business inquiries?
The fact that you just decided to bang out an entire project in a single month fills me with determination. Well done man.
I was just looking at a tutorial made by you and uhh it did not go well for me...
Thanks bro I appreciate it
JEREMY! You betrayed us! Someone had better let Dani know.
JEREMY RETURNS
The return of the king!
This was great! You're an awesome developer. Thanks for explaining WFC, you made it make so much sense.
Thanks so much man!
TJ, it was really cool seeing this project come together in only one month. You covered so many important topics in these videos, yet the pacing (and humor!) were absolutely on point. It's obvious that you put a ton of work into this and I really appreciate it! Stoked to download the game and kill me sooner Cyberpunk zombie robot guys.
Thanks man, working on patching a few things in the game haha
Amazing job like always! I’m sad to see tavern team go but I’m excited for the future ahead!
A new video from TJ always makes my day go from check minus to check plus
Thanks man, glad you enjoyed!
2:18 - It mostly only matters if you want to pre-place certain things on the map, say a start and a goal. But if you were to propagate the collapsing possibility space to the next tile(s) as well then you can pick a random tile from anywhere since you'd only have valid tiles on the entire map. The difference should be minimal when you have a single starting point. But if you want to place a single tile of a specific type, say a single upgrade store and a single parking lot where the player starts, then you could place those randomly first, propagate the required tile changes, and still have a functioning map.
It also helps when you want to add multi tile pieces, say a park area, since it would ensure that the park has enough space to put an edge tile down even if the generation were to wrap around the back of the park area. Without flood filling the propagation you would have situations where it would pick tiles that don't have any possible tile to choose between them.
Not certain if flood filling it will guarantee the map will work though, most people that work with WFC go for the lowest entropy selection and just restart the generation if the map fails to collapse completely.
This is the best explanation of wave function collapse I've ever seen! Great job, man!
Thanks man, glad you liked it!
really wanna make some more procedural stuff myself now.. Great job on the game!
Thanks Jens
I love the Jeremy reference
Mad props! Thanks for sharing your technique & your code. 👏
You’re welcome!
Nicely done and good video. To the point and not a lot of nonsense.
Glad you liked it!
Love you tj
Thanks Tim
Hi TJ!! Super excited for your next upload
Thanks man!
woah this content is what was lookin for
"I didnt go to art school because I dont wanna work in a restaurant", epic quote right there! :D
Haha thanks man!
I couldn't wait to see the next video..
Amazing as always! Keep up the hustle. Btw I love your Unity stuff and also the videos.
Thanks man, that’s great to hear!
Bruh, this is truly badass!
Thanks man!
My man Randy should really watch you.
Great work!
Really enjoyed following your progress on this! Congrats on finishing!
Thanks so much!
Wow this cyberpunk game turned out really great. You make it look so easy to make 3D games and yet every time I try I fail - that's why I'm sticking with developing only 2D games - at least for now. Anyway, great video. Keep up the good work :)
- Dan
Thanks Dan! I appreciate it!
Awesome achievement of actually finishing it, good job!
Thanks!
It's great that you persevered through this challenge in this month. Great job
Thank you!
this is exactly what I was looking for
Glad it helps!
Thanks a lot for the video and especially the Code. I've been doing the exact same Thing for a couple of weeks - procedurally generate a Cyberpunk City - and your code could help me a lot. I chose a different approach, I randomly placed whole streets and then dynamically filled the space inbetween with procedurally generated buildings. The wavefunction collapse method seems more organic though, I think I'll revise my code now after seeing this video. Liked and subscribed
Great, hmu on discord if you have any questions
Good Job on getting your challenge done. Good explanation of WFC also!
Thanks!
Amazing!!! Can’t wait to play this honestly.
Sadly moving in 2 days so it will be a little while before I can.
WOW MAN, AMAZING
Appreciate it!
Looking and sounding good
Thanks man!
You're awesome!
You are!
Congrats!
Congrats on finishing up! I'll check this out soon.
Jeremy, lol dani we found him.
Late to the party, but when I implemented wfc instead of generating all orientations I would just have a bool that either allows rotations or not and then during lookup it would either pick from all orientations or just one. And shifting the compatible tiles with orientations is quite easy, so imho it saves the headache in the long run.
What you also could do if you decide that steering wfc behaviour is getting too complex is just create some partially built blueprints that contain most important tiles and feed that to wfc, works like a charm.
Hey that's super informative thanks for the video !
Glad it was helpful!
aww I love you too man! parasocial relationships ftw
Very cool, I may joink that generation part from your code. I think i can use it for the test game of a VR system prototype.
Go ahead!
Amazing stuff. Have you read about how Spelunky creates it's levels? I believe that game does something similar. They have some prefabs for rooms, but have some random noise that makes each room somewhat unique. For your prefabs you could do something like different graffiti or light colors or whatever you have time or interest adding. I'm curious though, for your entropy are you accounting for the duplicates?
Hey thanks, no I haven’t looked into spelunky’s Gen but I’ll watch some videos on it. Yes I account for duplicates, as technically they are all options
I meant more that it could cause an invalid weight. say for example one side has two curves while another side has 4 grass that are exactly the same. It should technically be 1 grass. If that makes sense.
Yes I see what you are saying, that’s a good point that I hadn’t considered, I might decide to change it thanks
As long as it works. It's still very impressive.
Great job! It looks great. Definitely going to be stealing that wave form collapse idea for random generation. Still working on my game, but it's nearly feature complete. Then I just have to work out art and menus/UI. :)
Go for it!
I DID THE SAME THINK ON MY CHANNEL WOOOO GO PROCEDURAL GENERATION
3:56 "But I decided not to go to art school, because I hate working in a restaurant" 💀hahaha
oh my God it's Jeremy
And here I am still trying to figure out how to make my character move
Baby steps, you’ll get there!
@@TJGameDev lol thanks. I got it to move but then I baked nav mesh and now it slides instead of walks lol. Some baby steps forward and some back 😅
you could have used animation curves for the exp part, it would be ways easier than actual math and easy to adjust too
That’s a great idea, you’re right thanks
el juego se ve chido, I arrived here for the Procedural Generation Stuff and I will leave with that and I nice game thanks =D
the jeremy reference bro #MILKGANG🥛
quick question. How did you do the side corners? I saw that you have a half road for side corner, wouldn't that result in misaligned tiles?
I. Didn't watch the video until now because i didn't realize this it one of yours
you cool guy tj, you videos good cool
You cool too
Good Job my dude! You've inspired me to do a similar challenge and attempt some devlogs. I too need practice on completing games and releasing them. I'm going to attempt a similar genre but not do cyberpunk and instead something Western.
Good luck!
Is there 20 Israeli shekels there? Cool
Good theory, but how do you use the WFC scripts ?
how change 3d model build on my 3d model?
Jeremy must be biased to Dani
Hello, did you intentionally let the MapGeneration script empty in your github project?
Nope must have been a bug
“I hate working at a restaurant”
Take thaaaat you devilish art bois
How can i learn basics code, im beginner and i dont know how can i learn codes :(
Just look at brakeys channel
@@TJGameDev thank you very much!!!!
@@F4kuBrOI'm late so you are maybe a pro now, but I want to give an advice that seem obvious but that is the key imo: pratice.
It do not matter if it's small projects from scratch or something downloaded form internet, just try to mess with things.
Codes are langages, and like any langages it's way easier to learn by praticing and experiencing that by learning everything in a book.
if it runtime generation, it very bad to performance cos u cant bake light static batching and other things
No way you got jeremy on steam support lmao
City Gen and visuals are looking good, gameplay and polish not so much in the demo. I think you should nail down the core game-mechanics first, and the obvious bugs (not getting constantly slammed by upgrades for example).
Racing game next? I loved Jak X for PS2
Haha nice, now you can recreate Armoured Core 1 or 2 but better! xD
I’m having problem with my chapter stuck in tpose. Someone please help
You mean character? If so I am really sorry I used unity too but I never managed to learn how to make a character walk with animations. Sorry I can't help you. I hope someone here can though. Edit: or try a tutorial mabye idk. Again sorry I can't help.
"I decided not to go to an art school because I hate working at a restaurant" hahaha
the git does not have some scripts tho
3:52 XDDDDDD
No way Jeremy was steam support 💀💀💀💀
how i can open the game¿ xD sorry im mega noob xD
Just go to the link and download it 🙂if it doesn’t work anymore yell at me in my discord and I’ll help
@@TJGameDev thank you i'll try now
@@TJGameDev its work, amazing work :D fascinier
This is amazing! I wish it was possible to play it on the web instead of downloading, using webgl, I think unity and itch has that option.
Never the less, it reminds me of diablo and I love it!
You are really going to just gloss over the sandevistan ability you apparently gave your player controller...
Haha check the previous vid
@@TJGameDev Saw it seconds after posting my comment!
Someone port this to vita!
Cooool! 😁 Hey man you're a little bit of a bluedrake hu? Rebell who makes cool shit for free 😇👌
I'll do a better logo for you and I also didn't go to art school, as an artist and a pipefitter I'm here to say you don't have to work at a restaurant as an artist ;) also you don't need art school :)
Why no one is making a procedural car generator infuriates me. Tracks are nothing if the cars and other vehicles are the same old real-world models
First
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