Oh damn this is cool af. Just browsing recent dev logs for inspiration (and procrastination) n stuff, and wow even just 30 seconds in and this is the best I’ve seen so far by FAR. Keep up man this is an amazing idea
Awesome video! The game is looking really kool. Also like the idea of the game with magic and FPS. The movement of your game is looking smooth and fun. I too spent lot of my time fixing the movement of my FPS. Also the game world is looking awesome. Looking forward to your next devlog. Keep it up! :)
I absolutely love apex movement, I'm trying to make a fps for me and my friends, do you have a tutorial or anywhere you could point me to in order for me to replicate apex movement in UE5? Thanks and the game looks great so far
Unfortunately I don't have a tutorial but if you search titanfall movement in unreal engine there are some really good tutorials! I based mine off that when first starting out xD
Could you please reupload your old movement tech videos? I am currently interested in learning that tech and remember how well your videos were on that topic. Id appreciate it if you did.
I do apologize but I don't plan to ever reupload those videos to this channel. But I did make a cloud storage that you can access to download them and watch them if you like. I'm sorry for the inconvenience :( Here is the link to the videos ln5.sync.com/dl/3af447fb0/99n...
That's actually a really good idea!! Do you have any suggestions for it being a mechanic? For example it gives you a lot of light, but costs mana, or only works for a certain amount of time etc. I would like it to be more interactive especially since I do want to make the game a bit on the scary side lol
@@jonei Its cool that you responded. I've been following your progress for a bit. But, what you suggested is the way I'd think it should be implemented with some stylistic differences. Since the game will have horror elements then there should be certain restrictions of visibility. Something a kin to the outlast camera system. Basically limiting the amount of light over specific resources like mana as stated, so that the player has to pick being able to see certain distance or casting spells. This type of urgency and user choice will make the interaction more intense since it's up to you as a player to decide if you can handle not being able to see immediate danger.
Make it so that if you press 1,2,3,4 in serten combos you get different spells. if you hit r and 1,2,3,4 you can chare up different kind of mana. fire/water... then you could have some easy spells and some hard. some spells could work like a smg in cod some like snipers, some heal friends or light source. it would be cool if you had 1 weapon and it could do like 300 spells. you would just have to learn them. keep up the good work. i have been wanting a fps mmo for some time now
On the contrary, you should make them longer and more details about how you accomplished certain things, etc. As an Apex movement lover and an indie dev wannabe, I’m following your journey and impressed with how much you have achieve video after video
Hey! Was wondering if you could point me in some tutorial directions on how to manage shooting, animation, and different types of spells, I would really appreciate it because I can't find many things right now!
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Oh damn this is cool af. Just browsing recent dev logs for inspiration (and procrastination) n stuff, and wow even just 30 seconds in and this is the best I’ve seen so far by FAR. Keep up man this is an amazing idea
Thank you so so much! =D (also I feel you on the procrastination lol, so hard not to sometimes T-T)
Awesome video! The game is looking really kool. Also like the idea of the game with magic and FPS. The movement of your game is looking smooth and fun. I too spent lot of my time fixing the movement of my FPS. Also the game world is looking awesome. Looking forward to your next devlog. Keep it up! :)
Thank you so so much!!!Movement can be so complicated lol. I hope to have another one out soon though and thank you again for watching! =D
Noice. This looks dope, especially for the time spent on it. Hope to see more content from you ❤️
I absolutely love apex movement, I'm trying to make a fps for me and my friends, do you have a tutorial or anywhere you could point me to in order for me to replicate apex movement in UE5? Thanks and the game looks great so far
Unfortunately I don't have a tutorial but if you search titanfall movement in unreal engine there are some really good tutorials! I based mine off that when first starting out xD
What is the meme of not quitting because you're so close? Keep it up bro.
Lol trying my best xD. Probably will need some testers soon if you're interested bro :D
Could you please reupload your old movement tech videos? I am currently interested in learning that tech and remember how well your videos were on that topic. Id appreciate it if you did.
I do apologize but I don't plan to ever reupload those videos to this channel. But I did make a cloud storage that you can access to download them and watch them if you like. I'm sorry for the inconvenience :(
Here is the link to the videos
ln5.sync.com/dl/3af447fb0/99n...
One nitpick you were using a flashlight as a source of light. Why not the staff. And you can make a spell like illumination be super useful at night.
That's actually a really good idea!! Do you have any suggestions for it being a mechanic? For example it gives you a lot of light, but costs mana, or only works for a certain amount of time etc.
I would like it to be more interactive especially since I do want to make the game a bit on the scary side lol
@@jonei Its cool that you responded. I've been following your progress for a bit. But, what you suggested is the way I'd think it should be implemented with some stylistic differences. Since the game will have horror elements then there should be certain restrictions of visibility. Something a kin to the outlast camera system.
Basically limiting the amount of light over specific resources like mana as stated, so that the player has to pick being able to see certain distance or casting spells. This type of urgency and user choice will make the interaction more intense since it's up to you as a player to decide if you can handle not being able to see immediate danger.
Make it so that if you press 1,2,3,4 in serten combos you get different spells. if you hit r and 1,2,3,4 you can chare up different kind of mana. fire/water... then you could have some easy spells and some hard. some spells could work like a smg in cod some like snipers, some heal friends or light source. it would be cool if you had 1 weapon and it could do like 300 spells. you would just have to learn them.
keep up the good work. i have been wanting a fps mmo for some time now
I’m definitely gonna pick up your rouge like game bro
Give me the lore of argo.
4 minutes is too short :/
I'm always worried about it being too long and boring xD lol
@@jonei more long form content… also… it pays better 🤷🏾♂️
On the contrary, you should make them longer and more details about how you accomplished certain things, etc. As an Apex movement lover and an indie dev wannabe, I’m following your journey and impressed with how much you have achieve video after video
DUDE THIS LOOKS SO DOPE I LOVE THE PROGRESS, CANT WAIT TO PLAY
Thank you my duuude! :D I can't wait ot get it into your hands!!!
Wow that trashtalk to us destiny players, eh.. still gonna finish watching.
Lol don't get me wrong I love destiny. But the main reason I quite was do to 1 taps in pvp being so ridiculous XD
@jonei reasonable, mostly a pve player because of that.
Hey! Was wondering if you could point me in some tutorial directions on how to manage shooting, animation, and different types of spells, I would really appreciate it because I can't find many things right now!