It's nice to see someone involved in a long winded project like this. I tend to get into those myself. Not in game design but in art definitely! I look forward to your progress on this! 😊
I'm really excited to see more of this. the aiming at the centre of the screen is cool, I think I would experiment with using IK on the spine to make the character twist their body towards it too. idk how familiar you actually are with the engine but my one bit of advice to anyone learning ue is to stop casting and learn to use interfaces instead. Almost every tutorial uses casts because it's easier for making a quick video people can follow, but it's also bad practice. (I'm still sour abt how long it took me to stumble on something telling me not to cast and why)
@@BoroCG interfaces are sick tbh, lets you pass variables between things and fire events on other objects without having to know what that object is. Definitely worth learning about in the early stages of development.
Im so excited for you and your game Boro! Theres one amazing book called An Architectural Approach to Level Design, and I think it could give some interesting ideas on how space motivates people to do certain things (like how when in open areas people tend to gather closer to the walls, or how a narrow passage that leads to a huge area becomes super impactful) Anyways, im super stocked you're doing so much progress!
I relate to your feeling of "it feels awesome to get things working in engine" pretty much how I went from Environment artist to indie game dev (currently)
Oh and if you don't know yet: you can organize your functions in categories. This way you find them much faster (you can add it at the start of the right window) :)
I’ve had a game that I’ve wanted to make for quite a while now,but I always procrastinate it off. Watching your progress over this time has really inspired me to finally get back to work on my project. Thanks for that. This is looking awesome and I think the finished product will be worth the wait and work for us and you respectively. Keep at it, man.
You have come so far! This already looks cool af, i can't imagine how proud you must be to actually implement all your unique ideas into your OWN game! im very excited, make sure to take your time though and don't feel rushed. 👌
I love what you did with that gun! You probably have to have some kind of UI if you want to make items like puzzle elements, ammo/healing items etc. But very minimalistic. Maybe something that pops up when you interact with the world? Definitely no crosshair. The dot looks fine, but i think it needs to be more visible. Also some thoughts - please don't forget to work on gun and enemies being responsive eventually. There's nothing worse then enemies who don't clearly indicate that you hit them, imho.
Diegetic and in-game GUI is a very tricky but hugely impressive and immersive feat. You can hide GUI and game information in systems such as: Showing the ammo clip and actual number of bullets inside (to show current ammo), have you character limp or show visible damage/blood (to show health), or stress levels indicated by the character's movements, head turns, hand-tremble (insanity meter style). There could be systems in your world, that are dictacted by the theme of your game. For example, if your game is a futuristic sci-fi, man vs. zombie spectator sport, then an in-game TV screen or announcer could tell you various things about your current health, ammo, time etc, and in a believable way without using graphics and text on screen as an overlay, but embedded into the narrative and world immersion.
Yoooooooo I have been following you for a while and as a new game dev myself it makes me really excited to watch you make something awesome out of this! I would suggest 2 things: A. Look up the State of Unreal presentation that happened at GDC, If you haven't already, specifically the Procedural Content Generation demo and presentation. could be really helpful from an environment building perspective with so many use cases. B. Take a look at a software called Cascadeur! Its kinda like a physics based animation software where you can import your animations and add physics and physicality to them. It's pretty cool because you can easily clean up animations after motion capture and stuff. Thats all! Hope this helps! Good Luck!
You can sculpt the head of Jon as you imagine him in blender and import it into metahumans. It works pretty well and your model will be fully rigged and texturized ;) (but random sidefact: it gets confused, when you want your model without nose or ears. I tried to create a humanoid species this way and metahuman re-added a flat new topology for the nose and ears)
love following this game! i have to say one thing i'd really like to see is for john to not be an ordinary guy, it would be really cool if he stood out in some way, like he can be an alternative sort of guy, with ear plugs (like you have haha), tattoos, modern alt/punk/metal anything like that. just weird how i don't see much protagonists look like that when it's common in real life. or something else in that sense, that's just my suggestion. keep up the great work!!!
damn, I always thought about mechanics like that, but I have no skills in game development and programming, so I didn't even try to do somethink like that... I wish you good luck in development, I know how hard and long it is, and I appreciate your work
I think it will be cool to reverse the laser pointer, to have it as training wheel at the beginning of the game then losing that at the end (broken etc) to increase the difficulty of the game/skill check. Super excited to see more of this game boro!
hi there i been following this Game building for long and love seeing another progress video i learned a lot but i think you should make it first person rather then making it 3rd person reason if you make it first person then when you right click you can just find angle by seeing the barrel or the front sight in that case you dont need crosshairs.
one think i think is important is how your defeated enemies despawn to save data and minimize lag like bubbling into the grown and not just blinking out of existence. Just a though because of all of them laying there.
Something that I remember from someone is that unreal likes unified meshes (or textures, or both) like if a car is made with multiple parts like bumpers and doors, it likes to load 1 large mesh instead of 20 small meshes, the lower the "entity/object count", the better.
I'm excited to see the moment when you'll create the environment and light it using Lumen with all of your painting and light rendering skills. I believe you'll beat everything that Epic Games showcased in their UE5 presentations.
UX-Game Designer here. For proper game immersion and reduction of the GUI, check out more diegetic UI options (in world information display instead of overlays) like in Dead Space. Deadspace eg. uses the back of the suit as HP bar and you see the actual Ammo count on your weapon instead a number and icon on screen. Diegetic UI helps to immerse players deeper into the game because it feels realer without those 2D elements beeing on screen all the time.
I'm looking forward to seeing what the game looks like once the light is out and the flashlight is the only source of light. It should add a lot to the creepiness
This genuinely looks awesome I cant wait to actually play the game and ever since the first video came out I’ve been exited too see how it would turn out in the end Edit: will there be any aquatic monsters?
I like it! I’m at this stage as development now. However, I’m waiting for 5.2 as there is some bugs in 5.1.1 that I need fixed before moving on. Struggles of indie developer.
Not a programmer, but is planning to learn how to code in college. Which is just a few months away now. How would you code an "A.I?" Do you do it in a way that you give a set of instructions to an entity based on what you want it to do or how you want it to react to certain things? Like in this instance, for example, where you are making a horror game. Do you give a set of instructions to the monster, like a bunch of "ifs" to certain elements like noise and sources? How would you even make it move towards a certain point? Do you give the a.i a product then have it subtract itself until it gets to that specific point? Curious. And, as for the player and guns. Would it be possible, like in your game, to also move the arm according to where the center of the screen is and where you're pointing the gun at. Because it kinda looks weird at the moment. Lastly. How would you describe programming in a simple way? Does it have something to do with giving instructions?
Impressive progress, really cool to see the all the things in action now. While watching I got curious: will the final game have the modern "over the shoulder" camera or the classic fixed camera angles?
If this game ever comes out ill be pre-ordering anyways this is the best game ive seen so far especially for the fact its in progress do you roughly know what the game maybe called
if it lags at a like set rate every few seconds the frame drops i forget what specifically did it but you gotta disable a specific plug in you could probably find out by googling it some but it looked like it was doing the same thing i had happen so figured id let you know
I understand the idea of making the game super realistic and that it would add to the fear and uneasiness of a horror game, but I wouldn't recommend going too far. Games are an escape from reality, you might want to simulate it but if you make it too real people aren't going to enjoy it as a video game. That's just my take on video games. The game looks amazing already, I can't wait to see it when it's finished.
I would have the lower health you have the more your screen shakes but not too much shake. I would also eventually have it look like your eye is twitching open n close
Also - maybe remove jumping completely? I don't think you need that in a survival game. Unless you really want to also put some platforming in your game or it will be used to avoid snake-like enemies.
So first, you trace forward from the center of the camera, and find a hit point. Use that point to adjust camera focus. Then, you point arms using two-bone IK and a vector from the right shoulder to that hit point. Then, when firing a gun, you cast from the gun's barrel
you have no idea how EXCITED THIS GOT ME i’m so proud of your progress
Ayyy thank you!
It's nice to see someone involved in a long winded project like this. I tend to get into those myself. Not in game design but in art definitely! I look forward to your progress on this! 😊
cant wait for my inevitable role in this game it looks great so far!
(doorknob)
I'm really excited to see more of this.
the aiming at the centre of the screen is cool, I think I would experiment with using IK on the spine to make the character twist their body towards it too.
idk how familiar you actually are with the engine but my one bit of advice to anyone learning ue is to stop casting and learn to use interfaces instead. Almost every tutorial uses casts because it's easier for making a quick video people can follow, but it's also bad practice. (I'm still sour abt how long it took me to stumble on something telling me not to cast and why)
Thanks, I knew I was hurting someone when using casts. Will look into this interface business
@@BoroCG interfaces are sick tbh, lets you pass variables between things and fire events on other objects without having to know what that object is. Definitely worth learning about in the early stages of development.
Im so excited for you and your game Boro! Theres one amazing book called An Architectural Approach to Level Design, and I think it could give some interesting ideas on how space motivates people to do certain things (like how when in open areas people tend to gather closer to the walls, or how a narrow passage that leads to a huge area becomes super impactful) Anyways, im super stocked you're doing so much progress!
I relate to your feeling of "it feels awesome to get things working in engine" pretty much how I went from Environment artist to indie game dev (currently)
Your models are always top tier, love the content, and I'm a fan of the horror genres so I'll be tracking this one!
Oh and if you don't know yet: you can organize your functions in categories. This way you find them much faster (you can add it at the start of the right window) :)
Omg thanks!
I’ve had a game that I’ve wanted to make for quite a while now,but I always procrastinate it off. Watching your progress over this time has really inspired me to finally get back to work on my project. Thanks for that.
This is looking awesome and I think the finished product will be worth the wait and work for us and you respectively. Keep at it, man.
You have come so far! This already looks cool af, i can't imagine how proud you must be to actually implement all your unique ideas into your OWN game! im very excited, make sure to take your time though and don't feel rushed. 👌
I love what you did with that gun!
You probably have to have some kind of UI if you want to make items like puzzle elements, ammo/healing items etc. But very minimalistic. Maybe something that pops up when you interact with the world? Definitely no crosshair. The dot looks fine, but i think it needs to be more visible.
Also some thoughts - please don't forget to work on gun and enemies being responsive eventually. There's nothing worse then enemies who don't clearly indicate that you hit them, imho.
Diegetic and in-game GUI is a very tricky but hugely impressive and immersive feat. You can hide GUI and game information in systems such as: Showing the ammo clip and actual number of bullets inside (to show current ammo), have you character limp or show visible damage/blood (to show health), or stress levels indicated by the character's movements, head turns, hand-tremble (insanity meter style).
There could be systems in your world, that are dictacted by the theme of your game. For example, if your game is a futuristic sci-fi, man vs. zombie spectator sport, then an in-game TV screen or announcer could tell you various things about your current health, ammo, time etc, and in a believable way without using graphics and text on screen as an overlay, but embedded into the narrative and world immersion.
This is some crazy good progress you made, really looking forward to your future videos
Wow thank you for inspiration, can't wait to play the game~~~
Yoooooooo I have been following you for a while and as a new game dev myself it makes me really excited to watch you make something awesome out of this! I would suggest 2 things:
A. Look up the State of Unreal presentation that happened at GDC, If you haven't already, specifically the Procedural Content Generation demo and presentation. could be really helpful from an environment building perspective with so many use cases.
B. Take a look at a software called Cascadeur! Its kinda like a physics based animation software where you can import your animations and add physics and physicality to them. It's pretty cool because you can easily clean up animations after motion capture and stuff.
Thats all! Hope this helps! Good Luck!
This is awesome!! Thanks for such an amazing project!
This is amazing, I really look forward to seeing how this evolves.
Good progress so far.
This is the exciting part, you can see the feasibility of your idea taking shape and becoming a reality. 👍
bro monsters movement already looking super neat, although it's a placeholder motion capture just makes it look good
Looking awesome! Love the camera FOV animation.
omg congratulations!!! This is amazing to see in actually gameplay
You can sculpt the head of Jon as you imagine him in blender and import it into metahumans. It works pretty well and your model will be fully rigged and texturized ;)
(but random sidefact: it gets confused, when you want your model without nose or ears. I tried to create a humanoid species this way and metahuman re-added a flat new topology for the nose and ears)
love following this game! i have to say one thing i'd really like to see is for john to not be an ordinary guy, it would be really cool if he stood out in some way, like he can be an alternative sort of guy, with ear plugs (like you have haha), tattoos, modern alt/punk/metal anything like that. just weird how i don't see much protagonists look like that when it's common in real life. or something else in that sense, that's just my suggestion. keep up the great work!!!
Dude lets goo! Love seeing things finally coming together after all this time. I’m excited to watch things evolve and polish
you could make so the flashlight is held under the gun and use the center of the light cone as "crosshair" for the start of the game.
From illustrator to game developer. What an interesting channel.
The legend returns! (It's only been like two weeks for us.)
damn, I always thought about mechanics like that, but I have no skills in game development and programming, so I didn't even try to do somethink like that... I wish you good luck in development, I know how hard and long it is, and I appreciate your work
Nice to have you back, Boro!
looking good, i'm very excited to see where it goes!
This looks amazing Boro! I love the art direction and unsettling monster design so much
Wow, i would really like to have resources to start my own project like that.
Super proud of what you're doing
Looks great so far!
Great work!!!
I think it will be cool to reverse the laser pointer, to have it as training wheel at the beginning of the game then losing that at the end (broken etc) to increase the difficulty of the game/skill check. Super excited to see more of this game boro!
hi there i been following this Game building for long and love seeing another progress video i learned a lot but i think you should make it first person rather then making it 3rd person reason if you make it first person then when you right click you can just find angle by seeing the barrel or the front sight in that case you dont need crosshairs.
one think i think is important is how your defeated enemies despawn to save data and minimize lag like bubbling into the grown and not just blinking out of existence. Just a though because of all of them laying there.
Something that I remember from someone is that unreal likes unified meshes (or textures, or both) like if a car is made with multiple parts like bumpers and doors, it likes to load 1 large mesh instead of 20 small meshes, the lower the "entity/object count", the better.
Finally after more than 2 years later something or some gameplay about " The game '😂(so freaking exited)
I thought the character was supposed to be Boro himself lmao!
Real talk though, I'm sure this is gonna be epic!
I'm excited to see the moment when you'll create the environment and light it using Lumen with all of your painting and light rendering skills. I believe you'll beat everything that Epic Games showcased in their UE5 presentations.
UX-Game Designer here.
For proper game immersion and reduction of the GUI, check out more diegetic UI options (in world information display instead of overlays) like in Dead Space.
Deadspace eg. uses the back of the suit as HP bar and you see the actual Ammo count on your weapon instead a number and icon on screen.
Diegetic UI helps to immerse players deeper into the game because it feels realer without those 2D elements beeing on screen all the time.
P.S. if you want to discuss some ideas, would be happy to help. :)
I'm looking forward to seeing what the game looks like once the light is out and the flashlight is the only source of light. It should add a lot to the creepiness
Looking awesome! Also, Neutral Milk Hotel are awesome
u r an epic motivational asset for introverts bro :) gg
Good job!
I would recommend a visible tracker as an option to play with the laser is a little too hard to see in my opinion
This genuinely looks awesome I cant wait to actually play the game and ever since the first video came out I’ve been exited too see how it would turn out in the end
Edit: will there be any aquatic monsters?
I like it! I’m at this stage as development now. However, I’m waiting for 5.2 as there is some bugs in 5.1.1 that I need fixed before moving on. Struggles of indie developer.
very nice blockout and very good progress i am hiped :ooo
This looks so cool!
Not a programmer, but is planning to learn how to code in college. Which is just a few months away now.
How would you code an "A.I?"
Do you do it in a way that you give a set of instructions to an entity based on what you want it to do or how you want it to react to certain things? Like in this instance, for example, where you are making a horror game.
Do you give a set of instructions to the monster, like a bunch of "ifs" to certain elements like noise and sources? How would you even make it move towards a certain point? Do you give the a.i a product then have it subtract itself until it gets to that specific point?
Curious.
And, as for the player and guns.
Would it be possible, like in your game, to also move the arm according to where the center of the screen is and where you're pointing the gun at. Because it kinda looks weird at the moment.
Lastly.
How would you describe programming in a simple way?
Does it have something to do with giving instructions?
when can you put it on sale id like to play this!!
This is AMAZING I like how you're also making your own rules for your game, my only question is did you have to learn coding to do this?
VR support would be awesome. Dunno why but since i bought the Quest 2 i don't wanna play flat games anymore.
Impressive progress, really cool to see the all the things in action now. While watching I got curious: will the final game have the modern "over the shoulder" camera or the classic fixed camera angles?
Bro grew hair, its been that long💀
this is gunna be awsome
for the monsters yolk what if you make the yolk like acual yolk having a thick liquid on the inside and kinda transparent
Goddam, looking good.
Prismática dev is the guy to check unreal things!
PrismaticaDev is awesome!
If this game ever comes out ill be pre-ordering anyways this is the best game ive seen so far especially for the fact its in progress do you roughly know what the game maybe called
please give us an update soon✌
Good stuff
if it lags at a like set rate every few seconds the frame drops i forget what specifically did it but you gotta disable a specific plug in you could probably find out by googling it some but it looked like it was doing the same thing i had happen so figured id let you know
Oh cool, thanks! Will look into this
Whoooooooo!
I understand the idea of making the game super realistic and that it would add to the fear and uneasiness of a horror game, but I wouldn't recommend going too far. Games are an escape from reality, you might want to simulate it but if you make it too real people aren't going to enjoy it as a video game. That's just my take on video games. The game looks amazing already, I can't wait to see it when it's finished.
How about a stream of developing?
Keep going
So freaking cool
How do you manage to do that in just 2 weeks?
Will you have a dodge in the game? Like a small roll or dodge?
this looks sweet
guy wasn't posting for two weeks
"Im sorry that I disappeared"
We truly live in a society
Yo! are you gonna release this prototype later or no?
I would have the lower health you have the more your screen shakes but not too much shake. I would also eventually have it look like your eye is twitching open n close
the game dev grind is real
that character is a little close to the center of the screen while aiming
Also - maybe remove jumping completely? I don't think you need that in a survival game. Unless you really want to also put some platforming in your game or it will be used to avoid snake-like enemies.
That's an absoulte beast of a forehead
I call dibs being a voice actor 😂
its already looking better than most indie horror games
Would you mind vlogging your coding stuff/progress on a second channel or something?
I am actually a programmer :)
Is it any way to participate in that game?
Is it easier to create a game via Blueprints in UE5 or C# in Unity? Have you tried Unity?
Do You understand BluePrints
Wow! Super cool stuff! Do you follow Garbaj? He has some pretty great stuff on game development.
How did you get the aim offset on the gun to work
So first, you trace forward from the center of the camera, and find a hit point. Use that point to adjust camera focus. Then, you point arms using two-bone IK and a vector from the right shoulder to that hit point. Then, when firing a gun, you cast from the gun's barrel
YEEESSSS
dont add a crosshair! i think it looks very cool with just the laser
You really gotta work on these animations and stuff XD.
nice
Cool😍
Its an autobiographical game!
But they are so cute… I just want to be friends with them…
Bro you a hustler
only one think... too much field of view😵
Just play the game
Im thinking u are 26 or 27, but now...
Pls don't make it a 3rd person game, that doesn't work on horror games!!
modkit garbage