If you aren't already using Gameplay Ability System in unreal give it a try. Makes these things a breeze. Also in the montage you can create a looping section and then fire off the action section when the button is pressed. For most of my abilities I have a Start, Loop & Action section in the montage and I use the code to jump to the next section based on user input.
Duuuuude huge tips!!! Thank you so much! I ended up going back and making a skill system already so I could drag and drop abilities and whatnot and was just about to go back into making more spells so I'm so glad you told me this lol. You're amazing man thank you! =D
I like the idea of the staff feeling like a gun. There’s a reason that most games use guns and it’s because guns feel good to use in video games. They are quick, responsive, and are fast paced. They just feel good. Not to say a slower cast/more anticipated shot out of a staff where accuracy really counts couldn’t feel good as a lot of games use this too. there could be a skill affirmation for players to want to use this (slower shots relying on more accuracy where shots really count could do more damage vs targets). It’s just more people gravitate towards “guns”. I think having the options for both styles really would be beneficial for different types of players you would want to attract.
Gonna quote one of my fav tech tubers the primeagen when it comes to adhd. “ADHD + maturity = superpower however ADHD + excuses = never accomplish anything” that one got me lol so true
I have no idea how hard it is or would be or if you're already doing it or not, but in Skyrim, something about the voice matching up with how long you hold the spell/shout was one of the best ways to immerse you into that magic feel. Something about a bad ass wizard screaming spells at you in a first person "shooter" seems so cool. I imagine adding voice lines is way down the line but if you're worried about immersion or making it REALLY feel like you're casting the spells or hear someone else casting spells at you, that would really sell it for me personally. Maybe similar to Overwatch but it's spells? You're lightyears ahead of me as far as game development goes so I'm just spitballing at this point
Looks fun already! For the staffs I would do it like the way doom handles their guns. Have different Guns/Staffs that do different things that you unlock while progressing the game.
You make me excited to learn more about unreal. Unreal is perfect,it is what i wished on an engine even having tricky issues, it is far better on blueprint than programming in c (for me). And niagara is an heaven gift 🎉 I love that fire. Now i want to make an delsin roldent on unreal engine
@@jonei I am learning with an course from domestika (From Jose Goncalves) and i noticed that maybe you cant charge the magic because you aren't making the ''montage animation'' something i am learning right now (thanks to your video who hyped me i am learning it today) So the montage will change from idle to an charging animation and them to the casting magic animation... (on an certain condition is attended) I hope i can help. I am thinking to make an magician casting fire were in charge animation his fingers turn into fire or the rod have fire starting to grow and going to into the top them the fire itself is amounted and created... something crazy and cool. hahahah ( i think you are another fan of: Doctor strange,forspoken,infamous) And i love because you have the same idea as me and my brother '' why we have only guns to shoot,why not cast magics ? ''
Super cool project! Really glad to have stumbled upon your channel! I have no Dev-experience but I always wanted to create my own wizard FPS (my idea was more like a Harry Potter Battlefront), so this is very inspiring :)
You inspired me to start my FPS project, only thing is I’m not starting out completely in the dust, been on and off unreal for a year so I know how to navigate around and know some basic blueprint stuff so I’m gonna really try because if anybody can do it then so can I
@@jonei nothing too crazy, but just a prototype of a FPS that’s inspired by metro exodus, i just don’t know where I should start to start watching where to attach a gun, how to make it shoot, how to make it look not floppy and nasty, im trying to really do research to take my time and do it right I want to start on the character first and move from there
I’m not hating on it as I think this is so cool but this might be really hard to get into if u just choose spells so maybe instead you could add something like a staff selection system with each staff has like 8-12 spells to choose from and you can choose like 3 spells to use or you can build on this
Drop the staff. In an fps it doesn't feel so nice. You could use a book, thou. It looks cooler and you still have one hand to show some nice moves like the necromancer in hexen 2. You could have 2 modes : 1 - holding the spell book would give you quick acesses to the spells, but only the most basics. 2 - Hands free, it allows you to cast more powerful spells but at the cost of casting time being longer. Consider, mayber, the magic forging of "Magicka". It has some elements that you select and combine for differente effects. Some combinations would do some other hexes, like mind control, or raising the dead. The combinatios could be hidden inside de book. You could use this elements method for the hands free mode. If you select, let's say, fire, your basic attacks will include fireballs, fire shields, fire traps. But if you combine fire and thunder, you could have some nice fire lightnings or so on... And maybe, don't use very realistic sets. If youre animation is not really realistic, it's gonna feel weird. Take a look at Dishonored. They are slightly cartoonish and the big hands help to show some charisma and I think that visually, for a game that has a lot of hands waving, this would be nice.
Man I would love to bring you on, but honestly I just don't have the budget to hire anyone at the moment :(. I'd love to see your portfolio though! Maybe there's something we can work out in the future when I do have budget available :)
@@RagnardtheGreat I'd really hate to not pay you though :(. I'm a firm believer is supporting artists so it's important to me that you get paid in some form or another. Perhaps we can work something out though. Message me on discord when you get a chance! My username is jonei
❤Show support by adding our game "The Resonant: Reckoning" to your steam Wishlist!
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If you aren't already using Gameplay Ability System in unreal give it a try. Makes these things a breeze. Also in the montage you can create a looping section and then fire off the action section when the button is pressed. For most of my abilities I have a Start, Loop & Action section in the montage and I use the code to jump to the next section based on user input.
Duuuuude huge tips!!! Thank you so much! I ended up going back and making a skill system already so I could drag and drop abilities and whatnot and was just about to go back into making more spells so I'm so glad you told me this lol. You're amazing man thank you! =D
I like the idea of the staff feeling like a gun. There’s a reason that most games use guns and it’s because guns feel good to use in video games. They are quick, responsive, and are fast paced. They just feel good. Not to say a slower cast/more anticipated shot out of a staff where accuracy really counts couldn’t feel good as a lot of games use this too. there could be a skill affirmation for players to want to use this (slower shots relying on more accuracy where shots really count could do more damage vs targets). It’s just more people gravitate towards “guns”. I think having the options for both styles really would be beneficial for different types of players you would want to attract.
Gonna quote one of my fav tech tubers the primeagen when it comes to adhd. “ADHD + maturity = superpower however ADHD + excuses = never accomplish anything” that one got me lol so true
I have no idea how hard it is or would be or if you're already doing it or not, but in Skyrim, something about the voice matching up with how long you hold the spell/shout was one of the best ways to immerse you into that magic feel. Something about a bad ass wizard screaming spells at you in a first person "shooter" seems so cool. I imagine adding voice lines is way down the line but if you're worried about immersion or making it REALLY feel like you're casting the spells or hear someone else casting spells at you, that would really sell it for me personally. Maybe similar to Overwatch but it's spells? You're lightyears ahead of me as far as game development goes so I'm just spitballing at this point
Looks fun already!
For the staffs I would do it like the way doom handles their guns.
Have different Guns/Staffs that do different things that you unlock while progressing the game.
Thank you so much!
I will definitely keep that in mind :D. Never played doom but I will for research >:D
You make me excited to learn more about unreal. Unreal is perfect,it is what i wished on an engine even having tricky issues, it is far better on blueprint than programming in c (for me). And niagara is an heaven gift 🎉
I love that fire. Now i want to make an delsin roldent on unreal engine
I couldn't agree more it's sooo good lol. I'm glad you are excited to learn more about it =D.
@@jonei I am learning with an course from domestika (From Jose Goncalves) and i noticed that maybe you cant charge the magic because you aren't making the ''montage animation'' something i am learning right now (thanks to your video who hyped me i am learning it today)
So the montage will change from idle to an charging animation and them to the casting magic animation... (on an certain condition is attended)
I hope i can help.
I am thinking to make an magician casting fire were in charge animation his fingers turn into fire or the rod have fire starting to grow and going to into the top them the fire itself is amounted and created... something crazy and cool. hahahah
( i think you are another fan of: Doctor strange,forspoken,infamous)
And i love because you have the same idea as me and my brother '' why we have only guns to shoot,why not cast magics ? ''
Super cool project! Really glad to have stumbled upon your channel! I have no Dev-experience but I always wanted to create my own wizard FPS (my idea was more like a Harry Potter Battlefront), so this is very inspiring :)
Thank you so much! You totally should!!! It's a lot of work but it's fun and rewarding XD
That ADHD struggle is real lmao 🤣
So excited to keep fleshing out the game with you!
You inspired me to start my FPS project, only thing is I’m not starting out completely in the dust, been on and off unreal for a year so I know how to navigate around and know some basic blueprint stuff so I’m gonna really try because if anybody can do it then so can I
also for magical stuff you should like at dragons dogma mage spells , they go crazyyy
I'll have to check that game out! Thanks for the tip! =D
That's awesome dude hell yea! What type of game did you have in mind??
@@jonei nothing too crazy, but just a prototype of a FPS that’s inspired by metro exodus, i just don’t know where I should start to start watching where to attach a gun, how to make it shoot, how to make it look not floppy and nasty, im trying to really do research to take my time and do it right I want to start on the character first and move from there
5:40 that was a lot of 'ations'
Lol ikr! xD
Immortals of aveum is what you dream about
Brotha that looks very good, if you want see how to feel to cast a spell look at some anime qnd movies, put some camera shake and sounds
Make staff like a magic slingshot :D
Amazing man
I’m not hating on it as I think this is so cool but this might be really hard to get into if u just choose spells so maybe instead you could add something like a staff selection system with each staff has like 8-12 spells to choose from and you can choose like 3 spells to use or you can build on this
Working on an entire talent system as we speak! :D
Bro tryna be the next Eminem 🤣
hi dude, if you still have problems with animation you should try cascadeur
have you thought about procedural animations?
Drop the staff. In an fps it doesn't feel so nice. You could use a book, thou. It looks cooler and you still have one hand to show some nice moves like the necromancer in hexen 2. You could have 2 modes : 1 - holding the spell book would give you quick acesses to the spells, but only the most basics. 2 - Hands free, it allows you to cast more powerful spells but at the cost of casting time being longer. Consider, mayber, the magic forging of "Magicka". It has some elements that you select and combine for differente effects. Some combinations would do some other hexes, like mind control, or raising the dead. The combinatios could be hidden inside de book. You could use this elements method for the hands free mode. If you select, let's say, fire, your basic attacks will include fireballs, fire shields, fire traps. But if you combine fire and thunder, you could have some nice fire lightnings or so on... And maybe, don't use very realistic sets. If youre animation is not really realistic, it's gonna feel weird. Take a look at Dishonored. They are slightly cartoonish and the big hands help to show some charisma and I think that visually, for a game that has a lot of hands waving, this would be nice.
You could change the "elements" as I said by sigils. Instead of choosing water, or fire, you choose the position of your fingers to creste a "combo".
Id play this
Bro I’m making 3d art that would look amazing In your game. A fantasy rpg with the mechanics of apex is a dream please let me help with sick loot
Man I would love to bring you on, but honestly I just don't have the budget to hire anyone at the moment :(. I'd love to see your portfolio though! Maybe there's something we can work out in the future when I do have budget available :)
@@jonei free work brother just wanna help and see my designs being used
@@RagnardtheGreat I'd really hate to not pay you though :(. I'm a firm believer is supporting artists so it's important to me that you get paid in some form or another. Perhaps we can work something out though. Message me on discord when you get a chance! My username is jonei
Shadowrun
buddy you aint funny
the pain of seeing a pretty cool aim fx and you canning it while you only had to mark the simulation as "local" 🥲