I forgot to mention this but thank you guys for all the support on the first video!!! I will be uploading this game for you guys to play tomorrow, will probably post the link in this pinned comment or in the description. Thanks again! Edit 1 : here's the link! I fixed some bugs and put some of the feedbacks I could apply in a reasonable amount of time, I only had my poor friend to play test it, so go easy on me for the bugs :D polyknight.itch.io/hollow-knight-fan-game
Totally agree that the choreography is an essential part of the Mantis fight. Hollow Knight is an incredible game and I love your reimagining of it in a 3D space!
@@Poly_Knight I feel like they often end up targeting a singular point in space which undermine the fight as if u dodge one you dodge all of them; In the 2D version the devs took advantage of the horizontal disposition of the arena (for instance when they both dash from one end of the platform to another they both target the center tho they succeed to make the whole platform unsafe making jumping mandatory) but in 3D space if they dash face to face (and the last one ground smashes the center of the platform) there is much more space that the attack didn t cover (in fact, a singular diagonal was covered) and I feel like some rework of the sequences could really exploit better the 3D spaces (making them cover 2 diagonals would already be better I think) Anyways that is only my (some guy on RUclips) mere opinion and it s up to you to decide wether or not it s good like that; have a great day/night :)
I thought the same, I feel like the 3D version misses an important part of the 2D version which is how space is managed and options are limited for the player. Although it is a really good job by @Poly_Knight I think cosidering these little details would make you a better developper rather than just redesigning, which is anyway a good experience and opportunity to learn and practice @@antoine_9667
@@antoine_9667 This is exactly the feeling I got as well. This is why it's so difficult to translate 2D to 3D as there's many more degrees of freedom to dodge anything. The dash attacks for example can now be dodged additionally by dashing orthogonally. Difficulty often comes from removing degrees of freedom and limiting the options a player might have. Not artificially by physically removing controls but by making the right path and right sequence of actions more difficult to identify. In this remake, there's so many more options which make it look trivial to dodge. As a side note, it looks like the animations are significantly slower and floaty than what Hollow Knight actually provides. Together, this made for what looks like an easy boss fight. Your opinion is totally valid.
@@joshuakelly9390 yeah exactly; I feel like departing from the Hollow Knights patterns and rythm would be a plus; while those work wonders in 2D they don t work nearly as well in 3D space
Most 2D games aren’t designed with a a 3rd dimension in mind so you did a great job at turning Hollow Knight 3D (as well as Undertale). Hope your proud of what you’ve accomplished because it’s truly excellent
i mean a like a lot one piece, but the 3d one piece games are basic trash, just today i was thinking why no one has created a 2d one piece game like a metroidvania.
Honestly, I was almost discouraged by how complicated this was and how easy you made this look when I look at my own projects, thanks for saying how long it took. This is a MAJOR undertaking especially for a solo dev. Huge respects. This looks amazing!
I can relate to this feeling of you. It might look easy when proficient people show their projects in a video like this but it's important to keep in mind that behind every part of this and other projects there's always a huge workload real masters will never talk small. I personally am not a game dev so I don't have even a fragment of imagination how difficult and complex all these steps are. But I'd say in every creative branche we share the same self doubt thinking "Why does it look so easy? Will I ever achieve that?". If you thought so for a moment, I can just say that one day you are going to be the master who gets told the same when you make progress. Real masters never forget but appreciate their walked paths, especially the hard ones.
They would have never announced it so early. They were victims of Nintendos greed. So yes we dont have it and I will gladly wait 10 more years if its gonna be as nice as Hollow Knight.
The fight seems a little slow at normal speed. When I sped it up to x1.25, it felt more like hollow knight speeds to me. I love your idea of recreating games!
i think its slowed down because you have to consider the whole other dimension. seems like 1 more dimension isnt much, but it's enough to overload a novice player's brain
@@VoyivodaFTW1well thats kinda where its a boss fight, its meant to be 0ract8ced and mastered. Its supposed to overwhelm you at first so you get better at reading it as you progress
@@Poly_Knightgreat video and great job. I just don't think this fight wouldn't have been as good in 3d but still that's not your fault you did a great attempt and it was a great idea for a video
People don't realise how the simplest of things can take hours to get done. I'd say 6 months for this isn't that bad. I usually spend 5-6 days just getting all my base systems and managers set up properly when starting on a game. Don't get me started on the assets and animations 😭
"Underrated" does not even begin to describe this video. Insane talent and hard work like this should never go unnoticed. You have deserved this like my guy 👍
Thank a lot for making this video, not only because sharing your own projects is amazing in many ways, but also because it made me understand and appreciate Hollow Knight in a whole new level. I can see how Team Cherry crafted a world that is just perfect for the specific genre of their game. Especially when it comes to this fight, it's almost imposssible to translate the feeling of the game from 2D to 3D (and now that I think of it, I think nintendo are just straight up geniuses for managing to do that very same thing when it comes to Mario). But also I can see how important it is for the game to just polish details. To make sure that every partcile, every animation, every single frame just feels perfect...That's dedication. I think that's why everyone is willing to just wait for silksong. Again thank you
Re "Sorry for taking so long" - firstly, what you've achieved here is massive. So much polish and quality in a number of areas. It's no mean feat. You should be extremely proud and the attention you're getting for this is deserved. BUT - if the development of this was done in the way you present, I'm not surprised you found it very difficult to make changes late on. You spend a lot of time making art assets, fully realised characters and fully dressing the level before making any of the gameplay. This makes your life as a dev really, really hard! Especially if you want to do any design work. To be able iterate on gameplay/mechanics/design, I'd strongly advise you to work in blockout/greybox first - of course effects/setpieces/camera/etc can have a huge effect on how the game feels, so get something representative in, but don't push stuff to final quality until the gameplay is locked down. That's how you can try stuff, throw stuff away, iterate etc without it being a huge pain. But, as I said, your art and implementation work here is stellar. If you want to level up your design muscles, this is where my advice would apply.
You really did an amazing job with this. I think this is what I needed to see to get me to realize I don't have to commit to a project with a huge scale to feel like I really learned something by the end of it.
This is really great!!! The models look amazing and the arena is just big enough that it doesn’t feel like you’d be constantly dashing into spikes accidentally. The 3D format really shows off how critical the pauses after their slam and dash attacks are to be able to get hits in on them when you can’t just easily jump up to them when they’re on the wall
spot on! The original game felt so fast with the sisters darting around like ninjas but the developers really made sure that you can hit them even with that fast paced gameplay. It was pretty hard to match that feel but I hope I did an ok job 😸
@@Poly_KnightI like the way you reimagined it. Personally I had the feeling that it could support the fight's excitèment to make the area a little bigger but also, proportionally to the area's size, to adjust the speed and range of dashes, etc. so all would just feel a bit more impactful / higher paced. But that's just a question of taste and doesn't change how great the end result is. Respect for creating such a cool remake. Can't wait to see more from you.
This is absolutely amazing! If you decide to do more like this in the future, one thing you can add is a cel shaded black outline around the character models, similar to how they have it in the 2d version.
Oh my gosh, this looks so cool! You randomly came up on my recommended, and this is definitely worth subing for. The environment is gorgeous, and I love how perfectly you animated the mantis lords coming on-screen! Literally the only critique I could give is that there's a little bit of a lack of impact on the ground-pound style attack the mantis lords do. But that's a minor point compared to how well you did on this project! Looking forward to what you do next!
I have a recomendation, each time your making a game/boss battle you should make a trailer of what your making half way though the proyect, so that we dont think you left the channel, like I did. Also great job champ, its incredible what you can make, continue with your dream.
@@Poly_KnightI dunno about that... No shade on you at all, but these days it would seem that games that finish within the projected deadline are more the exception rather than the rule. Hitting hiccups and spending way longer than you anticipated seems to be fairly typical in game development, any time anyone sets out to do something new. I'd say this is a great chance to practice the other skills AAA companies seem to lack to. Don't sweat it if things take longer than expected. It happens to newbies, and it happens to pros. The reasons might be different, but the results are the same. It just means you're experiencing the same things as the devs you admire. I'm sure it WILL happen again. Instead of stressing out though, see what you can learn. AAA companies SUCK at keeping their audience in the loop. Their communication is garbage, and they seem to think shoving consumers into the "Eternal HR department" and dragging things out is the way go. Or just ghosting everyone with radio silence. This just leads people to believe the project is the dead, or pisses everyone off. People respect the companies who can admit they were wrong, or that they made mistakes. Unlike companies like EA, whose audiences support dangles on the end of a thread (you know, due to them using their games to hold their customers hostage, so they can force them to endure their scummy business practices) your audience seems to be largely supportive of you. I'm sure there are jerks in there with comments I never see, whose comments get deleted, or smoothed by more positive ones, but what I see is largely supportive people who admire the work and progress you're making. Just my two cents, but this seems like the perfect place to also practice the soft skills that can make or break gaming dev business. If Hello Games, or CDProjectRed had properly practiced these skills, then releases like No Mans Sky, and Cyberpunk wouldn't have been so brutal. People want a good game, even it it takes a little bit longer.
Never would have though I would have gotten chills watching a 3D mantis boss fight, that is actually so well done it makes me want to ask where can I spend my money
I smashed subscribe so hard that it made the screen crack animation. So I’ve been on a weeks long game dev kick and I was ASTONISHED at what you had built here. Not just in the demo you created, but your video was extremely engaging. You need to understand that you have top tier talent. We all want to see a demo of your original ideas. Hope to see it one day!
Genuinely might be the coolest thing I've seen on RUclips this entire year. Your work ethic shows and this adaptation is more than flawless; it's perfect. I really hope this gets seen and loved by everyone in the HK community, including Team Cherry!
Absolutely amazing! I just want you to know that you are the reason I decided to start trying to code games again. Don’t doubt yourself like I did at first. Look on the bright side, it may be a challenge, but it can’t get any worse than the Path of Pain! 😄
This makes me so happy, I was also inspired by other solo developers or indie teams like stardew, undertale and hollow knight. It makes me happy to know that I can inspire others, lets do our best and go the distance! 😸
This is an outstading version of the battle! Great composition, sound design and playability. Congratulations for the work! I Hope you keep creating great games!
Amazing work! I think the only thing missing is hitstop when either the knight or the lords take damage. Helps emphasise the impact much more than the particles 😊 think the screen shake / bounce could've been stronger too. But seriously, incredible work putting this all together. The video editing was amazing too.
Buddy, this video spreads so much love and sensitivity for the artform, I am so so happy for this, thank You! This is truly touching and admirable, I don't know how to express how impressed and amazed I am. Absolutely fabulous
Although everyone is talking about the excellent recreation of the battle, I would like to praise the editing of this video. Everything if on point, from the visuals, to the motion, to the sfx. Really well done my friend, looking forward to watch (and play) everything you have stored for us. And just to be clear, I will be making a video about this version of the battle when you make it available, it looks amazing to play!
As another mantis lover (Sisters of battle and traitor lord are some of my favorite bosses in gaming as a whole) I think you did a INCREDIBLE job recreating it in 3D …also why was this video deleted when it first came out?
Amazingly, not even a week ago i commented on a Mossbag video saying i wanna see a full 3d hollow Knight game. So the timing of this video is perfect. I absolutely loved this. I think the guiding philosophy behind this design of yours is brilliant.
This turned out pretty good. I would say that perhaps more changes needed to be made for the fight to work better in 3D but I understand that you had trouble making changes. I have 2 pieces of advice that could help you develop faster. The first one is to only make the visual assets once the underlying systems are working because it's quicker to update and and fix those systems while you develop them if they don't have so many things attached right at the beginning. Also you might have to keep changing the assets to reflect the changes which takes more time. Simple shapes or placeholder models should be used if necessary. The second is learning to make the code more modular, where every dependency is thought out and accounted for. That way, when making changes, it's much more clear to tell what ramifications those changes might have. Making a diagram of your classes could help, but I find that takes more time than is worth, so I just try to imagine if the diagram would be convoluted, and then design the code to avoid that.
My father makes simple relational boxes, instead of full on proper diagrams. I agreed that diagrams are more a thought experiment, and show of your understanding then anything substantial.
You captured the feeling of "Oh shit, this is bad" when all three sisters come to face the knight together and the change of tempo of the fight after that climactic point. Very good job!
Not only did you recreate Asgore's fight in Undertale, but you also recreated my favorite fight from Hollow Knight! Thank you for these videos, you're on a roll man! Also don't worry about the time inbetween each video, we don't want a rushed mess and we'll always be here for when you come back! Only criticism's are that the animations for the Mantis Lords feel a bit slow, they're dodgeable but they're snappy and fast. Also the camera for the healing animation feels like it should zoom in a bit more. (also more healing particles)
@@Poly_KnightI would like to point out that their movements are a little too smooth. Not enough energy is conveyed. Just a little tweaking of the animation keys would make it perfect. Great job regardless!
Not only did you recreate the entire boss fight in such a clean way, you also managed to beat the boss 🤯 that's not a small achievement lol great work!!
Great job! This is one of the most complex boss fights in hollow knight in terms of pacing and design. Wasnt sure how it would hold up in 3d, but you totally *nailed* it😊
This is incredible. Can’t wait for an update video to come where you get offered a job from an awesome game studio because of your work on these videos! Congrats on your accomplishments so far!
God damn this is only his second vid... THIS IS AMAZING. From the game itself to the production quality of the video this is great and I hope you continue doing what you do you just earned a sub
Yo that was amazing! You really got the fight down in a cool style! The first boss that really got me stressed in that game. Very cool seeing a 3D version. Great work!
I like it so much, you did a really great job, and as an inspiring concept artist and art director for videogames, this makes me want to give my best to improve, I would like to have someone like you in the future to work with even for projects like this, you really are so much of inspiration
It seems to me that there's a lot that is lost in this translation. The 3d space gives you more room to dodge and generally to move around in while the mantis attacks haven't gained any extra reach or dimensionality to compensate (compare the mantis diving in on the Knight in 2d vs 3d--in 2d it's a whole vertical column of threat, in the 3d it's a single point). The mantises also linger a lot longer than they are supposed to--part of the experience of the mantis lords fight was that you had to dodge and attack at almost the same time as the mantis attacks passed you by. As a creator, it's definitely interesting to do these kinds of experiments to get more experience, but it's also apt to ask--why? What is gained and lost in the translation? What does 3d allow that 2d doesn't, and how can this translation be made better by utilizing the unique strengths of the new medium?
@@zer0gravity776 I mean, no, not really. Not inherently. Cool is very subjective. A cat with five legs can be considered cool, but does adding one more leg on top of four actually help the cat?
@othnielheristiyono3505 cool is both subjective and a very low bar. I would argue that there are more ways that this translation is much less cool than the original fight. In other words, this rendition loses more of what makes the original fight good than it adds.
I thought one of the greatest features of this game was that it was 2D. You just proved to me that you can put a touch of 3D on it and make it even more amazing! And you did this solo?!?! My hat is off to you sir! I hope you find it within yourself to pursue this path. Whether it be this game or another, you have a gift.
As HK is one of my favorite games even though I never finished the Pantheon of Hallownest. This little boss fight you made is a small love letter to the game and you did an amazing job even without some of the more precise animations etc. The background is amazing the gameplay is really good and you made it work in a 3D environment. I hope you strive to keep working on games because you have the talent for it and it shows in this video alone, everyone can make games I've even tried more than once, but watching this makes me want to try again. Much love man and keep up the good work!
Impressive you pulled this off. And yeah, engineering the exact right qualities is where the difficulty is. Taking away some subproblems initially is easy, putting everything together and iteratively finetuning it takes so much time.
Great work! This is the first video of yours that I've seen. I'm glad you were able to produce something you're proud of! I think you absolutely did it justice! I also really like the way you rendered the lighting, it reminds me of Tunic 👍
The fact you even managed to simulate 1 small portion of such a legendary game is insane Think about it It took 3 people to make the hollow knight we all know and love BUT YOU, ONLY 1 PERSON RE CREATED THE SAME GAME IN 3D, THIRD PERSON AND POTENTIALLY OPEN WORLD YOU SHOULD BE PROUD OF THIS
That was amazing! After your asgore boss fight video i've been waiting for your new video! And it was really cool! Can't wait to see your other amazing projects!
OMG You have done an incredible job my friend, I am really impressed, congratulations for the tremendous video and the perseverance in creating it, I can imagine the work it took to program every single thing, it's just incredible.
I forgot to mention this but thank you guys for all the support on the first video!!! I will be uploading this game for you guys to play tomorrow, will probably post the link in this pinned comment or in the description. Thanks again!
Edit 1 : here's the link! I fixed some bugs and put some of the feedbacks I could apply in a reasonable amount of time, I only had my poor friend to play test it, so go easy on me for the bugs :D
polyknight.itch.io/hollow-knight-fan-game
Can't wait for tomorrow!
You are the best
Just keep doing this bro
I really love your content ❤
Wow just wow👏
Bro make it available for mobile also 😢
Niiiice
Totally agree that the choreography is an essential part of the Mantis fight. Hollow Knight is an incredible game and I love your reimagining of it in a 3D space!
Fav fight for me right next to nightmare grim!
@@Poly_Knight I feel like they often end up targeting a singular point in space which undermine the fight as if u dodge one you dodge all of them;
In the 2D version the devs took advantage of the horizontal disposition of the arena (for instance when they both dash from one end of the platform to another they both target the center tho they succeed to make the whole platform unsafe making jumping mandatory) but in 3D space if they dash face to face (and the last one ground smashes the center of the platform) there is much more space that the attack didn t cover (in fact, a singular diagonal was covered) and I feel like some rework of the sequences could really exploit better the 3D spaces (making them cover 2 diagonals would already be better I think)
Anyways that is only my (some guy on RUclips) mere opinion and it s up to you to decide wether or not it s good like that; have a great day/night :)
I thought the same, I feel like the 3D version misses an important part of the 2D version which is how space is managed and options are limited for the player. Although it is a really good job by @Poly_Knight I think cosidering these little details would make you a better developper rather than just redesigning, which is anyway a good experience and opportunity to learn and practice @@antoine_9667
@@antoine_9667 This is exactly the feeling I got as well. This is why it's so difficult to translate 2D to 3D as there's many more degrees of freedom to dodge anything. The dash attacks for example can now be dodged additionally by dashing orthogonally. Difficulty often comes from removing degrees of freedom and limiting the options a player might have. Not artificially by physically removing controls but by making the right path and right sequence of actions more difficult to identify. In this remake, there's so many more options which make it look trivial to dodge.
As a side note, it looks like the animations are significantly slower and floaty than what Hollow Knight actually provides. Together, this made for what looks like an easy boss fight. Your opinion is totally valid.
@@joshuakelly9390 yeah exactly; I feel like departing from the Hollow Knights patterns and rythm would be a plus; while those work wonders in 2D they don t work nearly as well in 3D space
Most 2D games aren’t designed with a a 3rd dimension in mind so you did a great job at turning Hollow Knight 3D (as well as Undertale). Hope your proud of what you’ve accomplished because it’s truly excellent
He returns.
Imagine him recreating a 3d game as a 2d game
Someones gotta do that for elden ring
Thats a great idea.
i mean a like a lot one piece, but the 3d one piece games are basic trash, just today i was thinking why no one has created a 2d one piece game like a metroidvania.
@@Poly_Knight damn that was gonna be my comment. im ready for the demake
@@AmadísdeGaulaaDEAD SPZCE 2D OMG!!!!!
Honestly, I was almost discouraged by how complicated this was and how easy you made this look when I look at my own projects, thanks for saying how long it took. This is a MAJOR undertaking especially for a solo dev. Huge respects. This looks amazing!
I can relate to this feeling of you. It might look easy when proficient people show their projects in a video like this but it's important to keep in mind that behind every part of this and other projects there's always a huge workload real masters will never talk small. I personally am not a game dev so I don't have even a fragment of imagination how difficult and complex all these steps are. But I'd say in every creative branche we share the same self doubt thinking "Why does it look so easy? Will I ever achieve that?". If you thought so for a moment, I can just say that one day you are going to be the master who gets told the same when you make progress. Real masters never forget but appreciate their walked paths, especially the hard ones.
@@niclasnightflamegreat advice
Fans be doin this and we STILL don’t have silksong
Ждём, верим
True...
They would have never announced it so early. They were victims of Nintendos greed. So yes we dont have it and I will gladly wait 10 more years if its gonna be as nice as Hollow Knight.
Still
Why excited hornet first sounded like a Japanese anime character then sounded normally but why Didi they try that
The fight seems a little slow at normal speed. When I sped it up to x1.25, it felt more like hollow knight speeds to me. I love your idea of recreating games!
I watch in 1.75x and for me, it's the perfect speed for the knigth and the boss
True and in x1.5 it’s not bad either it’s fast but not hard difficulty for the player
i think its slowed down because you have to consider the whole other dimension. seems like 1 more dimension isnt much, but it's enough to overload a novice player's brain
@@VoyivodaFTW1well thats kinda where its a boss fight, its meant to be 0ract8ced and mastered. Its supposed to overwhelm you at first so you get better at reading it as you progress
Adding a third dimension and not changing the boss move sets made it easier to dodge attacks
*-wait that’s sisters of battle-*
Incredibly impressive once again, can’t wait to see more!
sister's of battle > mantis lords
@@Poly_KnightTrue
@@Poly_Knightgreat video and great job. I just don't think this fight wouldn't have been as good in 3d but still that's not your fault you did a great attempt and it was a great idea for a video
Great job man! You really executed the concept really well.
Don’t feel bad about taking too long on making the boss fight, take as long as you feel is right!
😭 thank you!!
wow, this is amazing work. I can't imagine how insane the Path of Pain in 3D would be
People don't realise how the simplest of things can take hours to get done. I'd say 6 months for this isn't that bad. I usually spend 5-6 days just getting all my base systems and managers set up properly when starting on a game. Don't get me started on the assets and animations 😭
"Underrated" does not even begin to describe this video. Insane talent and hard work like this should never go unnoticed. You have deserved this like my guy 👍
Thank you so much 😭
for realllll, the amount of work and dedication is crazyyyyyyyyyy
Thank a lot for making this video, not only because sharing your own projects is amazing in many ways, but also because it made me understand and appreciate Hollow Knight in a whole new level. I can see how Team Cherry crafted a world that is just perfect for the specific genre of their game. Especially when it comes to this fight, it's almost imposssible to translate the feeling of the game from 2D to 3D (and now that I think of it, I think nintendo are just straight up geniuses for managing to do that very same thing when it comes to Mario). But also I can see how important it is for the game to just polish details. To make sure that every partcile, every animation, every single frame just feels perfect...That's dedication. I think that's why everyone is willing to just wait for silksong.
Again thank you
Re "Sorry for taking so long" - firstly, what you've achieved here is massive. So much polish and quality in a number of areas. It's no mean feat. You should be extremely proud and the attention you're getting for this is deserved.
BUT - if the development of this was done in the way you present, I'm not surprised you found it very difficult to make changes late on. You spend a lot of time making art assets, fully realised characters and fully dressing the level before making any of the gameplay. This makes your life as a dev really, really hard! Especially if you want to do any design work. To be able iterate on gameplay/mechanics/design, I'd strongly advise you to work in blockout/greybox first - of course effects/setpieces/camera/etc can have a huge effect on how the game feels, so get something representative in, but don't push stuff to final quality until the gameplay is locked down. That's how you can try stuff, throw stuff away, iterate etc without it being a huge pain.
But, as I said, your art and implementation work here is stellar. If you want to level up your design muscles, this is where my advice would apply.
You really did an amazing job with this. I think this is what I needed to see to get me to realize I don't have to commit to a project with a huge scale to feel like I really learned something by the end of it.
This is really great!!! The models look amazing and the arena is just big enough that it doesn’t feel like you’d be constantly dashing into spikes accidentally. The 3D format really shows off how critical the pauses after their slam and dash attacks are to be able to get hits in on them when you can’t just easily jump up to them when they’re on the wall
spot on! The original game felt so fast with the sisters darting around like ninjas but the developers really made sure that you can hit them even with that fast paced gameplay. It was pretty hard to match that feel but I hope I did an ok job 😸
@@Poly_KnightI like the way you reimagined it. Personally I had the feeling that it could support the fight's excitèment to make the area a little bigger but also, proportionally to the area's size, to adjust the speed and range of dashes, etc. so all would just feel a bit more impactful / higher paced. But that's just a question of taste and doesn't change how great the end result is. Respect for creating such a cool remake. Can't wait to see more from you.
This is absolutely amazing! If you decide to do more like this in the future, one thing you can add is a cel shaded black outline around the character models, similar to how they have it in the 2d version.
I already know this dude is gonna make it in life, keep up the grind bro 💯
thank you for believing in me :')
Love your dedication to keeping the movement and pacing of the Mantis fight, having it feel like a dance between all three lords is the best part.
This is absolutely fantastic you should be so proud. Absolutely never give up on being a game designer because this was amazing!
You gave me idea for a holiday project to learn making games
Oh my gosh, this looks so cool! You randomly came up on my recommended, and this is definitely worth subing for. The environment is gorgeous, and I love how perfectly you animated the mantis lords coming on-screen! Literally the only critique I could give is that there's a little bit of a lack of impact on the ground-pound style attack the mantis lords do. But that's a minor point compared to how well you did on this project! Looking forward to what you do next!
Thank you for the kind words! Ya that was a feedback that I've gotten alot now and Im kicking myself for not noticing it before putting out the vid 😭
It looks amazing man, I can’t imagine how hard all of this was. Maybe it needs some more polishing but incredible you made hollow knight 3D 🎉
I have a recomendation, each time your making a game/boss battle you should make a trailer of what your making half way though the proyect, so that we dont think you left the channel, like I did. Also great job champ, its incredible what you can make, continue with your dream.
Ideally I wouldn't take 7 months again as well xD
@@Poly_KnightI dunno about that...
No shade on you at all, but these days it would seem that games that finish within the projected deadline are more the exception rather than the rule.
Hitting hiccups and spending way longer than you anticipated seems to be fairly typical in game development, any time anyone sets out to do something new.
I'd say this is a great chance to practice the other skills AAA companies seem to lack to.
Don't sweat it if things take longer than expected. It happens to newbies, and it happens to pros. The reasons might be different, but the results are the same. It just means you're experiencing the same things as the devs you admire.
I'm sure it WILL happen again. Instead of stressing out though, see what you can learn. AAA companies SUCK at keeping their audience in the loop. Their communication is garbage, and they seem to think shoving consumers into the "Eternal HR department" and dragging things out is the way go. Or just ghosting everyone with radio silence.
This just leads people to believe the project is the dead, or pisses everyone off.
People respect the companies who can admit they were wrong, or that they made mistakes. Unlike companies like EA, whose audiences support dangles on the end of a thread (you know, due to them using their games to hold their customers hostage, so they can force them to endure their scummy business practices) your audience seems to be largely supportive of you. I'm sure there are jerks in there with comments I never see, whose comments get deleted, or smoothed by more positive ones, but what I see is largely supportive people who admire the work and progress you're making.
Just my two cents, but this seems like the perfect place to also practice the soft skills that can make or break gaming dev business.
If Hello Games, or CDProjectRed had properly practiced these skills, then releases like No Mans Sky, and Cyberpunk wouldn't have been so brutal. People want a good game, even it it takes a little bit longer.
Your 3D models are gorgeous, I love every bit of them!
Never would have though I would have gotten chills watching a 3D mantis boss fight, that is actually so well done it makes me want to ask where can I spend my money
BRAVO... Thanks for uploading such creative content for FREE 🙏
The animation and art style really feels very true to the original. Great work, and I can't wait to see what you make next
Thank you for the kind words 😄hopefully the next one won't take half a year xD
Disagree about the art style, everything feels like it's made out of rubber here. Totally agree about the animations though.
I smashed subscribe so hard that it made the screen crack animation.
So I’ve been on a weeks long game dev kick and I was ASTONISHED at what you had built here. Not just in the demo you created, but your video was extremely engaging.
You need to understand that you have top tier talent.
We all want to see a demo of your original ideas. Hope to see it one day!
Way to go on the sprite creation. It's sometimes really hard to convert 2d to 3d without it looking goofy. These look really clean.
5:24 You forgot the story a little bit, there should also be 4 chairs, because they had an exiled mantis
Genuinely might be the coolest thing I've seen on RUclips this entire year. Your work ethic shows and this adaptation is more than flawless; it's perfect. I really hope this gets seen and loved by everyone in the HK community, including Team Cherry!
This was by far the best 3D recreation I've came across!!!
Great job!!!
Sisters of Battle is by far my favorite fight in the game. The waltz playing in the background of this epic fight is awesome!
I subbed because I want to see how much better you are going to become ❤
I am really impressed how good it looks on 3d. Well done.
4:12 the dive animation is CLEAN 🧼
Absolutely amazing! I just want you to know that you are the reason I decided to start trying to code games again. Don’t doubt yourself like I did at first. Look on the bright side, it may be a challenge, but it can’t get any worse than the Path of Pain! 😄
This makes me so happy, I was also inspired by other solo developers or indie teams like stardew, undertale and hollow knight. It makes me happy to know that I can inspire others, lets do our best and go the distance! 😸
This is an outstading version of the battle! Great composition, sound design and playability. Congratulations for the work! I Hope you keep creating great games!
I really appreciate and love your work- I wouldn’t be surprised if someday you make a famous game 😭💖✨
Thank you!!! that would be a dream come true
This is beautifully made and incredibly inspiring, thank you for making it :)
The environment design looks legitimately incredible it's kinda insane.
Amazing work!
I think the only thing missing is hitstop when either the knight or the lords take damage. Helps emphasise the impact much more than the particles 😊 think the screen shake / bounce could've been stronger too.
But seriously, incredible work putting this all together. The video editing was amazing too.
Buddy, this video spreads so much love and sensitivity for the artform, I am so so happy for this, thank You! This is truly touching and admirable, I don't know how to express how impressed and amazed I am. Absolutely fabulous
This is absolutely incredible. Hollow knight is one of my fav games of all time, and you've done it immense justice.
Although everyone is talking about the excellent recreation of the battle, I would like to praise the editing of this video. Everything if on point, from the visuals, to the motion, to the sfx. Really well done my friend, looking forward to watch (and play) everything you have stored for us.
And just to be clear, I will be making a video about this version of the battle when you make it available, it looks amazing to play!
thank you for the kind words! it would be really cool to see others play it 😊
@@Poly_KnightI think watcher knights might also be possible
Dude! That was AWESOME!
I can only imagine all the time it took to do it, but it was worth it.
An outstanding job!
Thanks for sharing!
This is insane!! You did a lot of hard work and it shows.
Thank you!!
Amazing job, everything is perfect. The video editing is also done very well
As another mantis lover (Sisters of battle and traitor lord are some of my favorite bosses in gaming as a whole) I think you did a INCREDIBLE job recreating it in 3D
…also why was this video deleted when it first came out?
Thank you for the kind words 😸Really goofed with the first video because the second half of it was just a black screen xD
Amazingly, not even a week ago i commented on a Mossbag video saying i wanna see a full 3d hollow Knight game. So the timing of this video is perfect.
I absolutely loved this. I think the guiding philosophy behind this design of yours is brilliant.
THIS IS SO COOL. It made me unbelievably giddy seeing this. I wanna do this fight so badly. I love how you translated everything to 3D
The mantis lords moves beautifully! Such fluid animation.
Thank you !!😭
I can't think of a better way to show love for a game... Congratulations on getting so far. Keep growing and take it as far as you can!
This turned out pretty good. I would say that perhaps more changes needed to be made for the fight to work better in 3D but I understand that you had trouble making changes. I have 2 pieces of advice that could help you develop faster.
The first one is to only make the visual assets once the underlying systems are working because it's quicker to update and and fix those systems while you develop them if they don't have so many things attached right at the beginning. Also you might have to keep changing the assets to reflect the changes which takes more time. Simple shapes or placeholder models should be used if necessary.
The second is learning to make the code more modular, where every dependency is thought out and accounted for. That way, when making changes, it's much more clear to tell what ramifications those changes might have. Making a diagram of your classes could help, but I find that takes more time than is worth, so I just try to imagine if the diagram would be convoluted, and then design the code to avoid that.
My father makes simple relational boxes, instead of full on proper diagrams.
I agreed that diagrams are more a thought experiment, and show of your understanding then anything substantial.
This is honestly inspiring me to make game as well. The way you recreated the hollow knight atmosphere is perfect
You captured the feeling of "Oh shit, this is bad" when all three sisters come to face the knight together and the change of tempo of the fight after that climactic point. Very good job!
The two on the sides turning their heads to the one who had just been "defeated" then all three standing as one-- that detail was so well done
At 1.25x speed this is basically perfect. Incredible job!
You did an AMAZING job recreating the Mantis boss fight in 3D. It's very inspiring to see something like this getting created. A+ for everything!
Not only did you recreate Asgore's fight in Undertale, but you also recreated my favorite fight from Hollow Knight! Thank you for these videos, you're on a roll man! Also don't worry about the time inbetween each video, we don't want a rushed mess and we'll always be here for when you come back! Only criticism's are that the animations for the Mantis Lords feel a bit slow, they're dodgeable but they're snappy and fast. Also the camera for the healing animation feels like it should zoom in a bit more. (also more healing particles)
This is absolutely incredible❤❤❤❤, please make more loved it so much🎉
This looked amazing! Their movements are so smooth. You did an incredible job recreating everything.
wooo thank you!! I still have a long way to go tho >:)
@@Poly_KnightI would like to point out that their movements are a little too smooth. Not enough energy is conveyed. Just a little tweaking of the animation keys would make it perfect. Great job regardless!
Very well done! That is indeed a really awesome fight! Looks like the boss fights the exact way it does in the actual game
Not only did you recreate the entire boss fight in such a clean way, you also managed to beat the boss 🤯 that's not a small achievement lol great work!!
Great job! This is one of the most complex boss fights in hollow knight in terms of pacing and design. Wasnt sure how it would hold up in 3d, but you totally *nailed* it😊
This is incredible. Can’t wait for an update video to come where you get offered a job from an awesome game studio because of your work on these videos! Congrats on your accomplishments so far!
Thank you so much!! it means alot!
God damn this is only his second vid... THIS IS AMAZING. From the game itself to the production quality of the video this is great and I hope you continue doing what you do you just earned a sub
i would have died a billion deaths if this game was in 3D 👁👁
Yo that was amazing! You really got the fight down in a cool style! The first boss that really got me stressed in that game. Very cool seeing a 3D version. Great work!
Make Terraria in 3D
I see what you did there 😉
Hahahahahshs
go play minecraft XD 😂
I like it so much, you did a really great job, and as an inspiring concept artist and art director for videogames, this makes me want to give my best to improve, I would like to have someone like you in the future to work with even for projects like this, you really are so much of inspiration
It seems to me that there's a lot that is lost in this translation. The 3d space gives you more room to dodge and generally to move around in while the mantis attacks haven't gained any extra reach or dimensionality to compensate (compare the mantis diving in on the Knight in 2d vs 3d--in 2d it's a whole vertical column of threat, in the 3d it's a single point). The mantises also linger a lot longer than they are supposed to--part of the experience of the mantis lords fight was that you had to dodge and attack at almost the same time as the mantis attacks passed you by. As a creator, it's definitely interesting to do these kinds of experiments to get more experience, but it's also apt to ask--why? What is gained and lost in the translation? What does 3d allow that 2d doesn't, and how can this translation be made better by utilizing the unique strengths of the new medium?
I see where you’re coming from, but isn’t 3D hollow Knight just cool in general?
@@zer0gravity776 I mean, no, not really. Not inherently. Cool is very subjective. A cat with five legs can be considered cool, but does adding one more leg on top of four actually help the cat?
@othnielheristiyono3505 cool is both subjective and a very low bar. I would argue that there are more ways that this translation is much less cool than the original fight. In other words, this rendition loses more of what makes the original fight good than it adds.
SO AMAZING!!! great work! I will definitely stream this after I finish the normal HK! :D
I thought one of the greatest features of this game was that it was 2D. You just proved to me that you can put a touch of 3D on it and make it even more amazing! And you did this solo?!?! My hat is off to you sir! I hope you find it within yourself to pursue this path. Whether it be this game or another, you have a gift.
As HK is one of my favorite games even though I never finished the Pantheon of Hallownest. This little boss fight you made is a small love letter to the game and you did an amazing job even without some of the more precise animations etc. The background is amazing the gameplay is really good and you made it work in a 3D environment. I hope you strive to keep working on games because you have the talent for it and it shows in this video alone, everyone can make games I've even tried more than once, but watching this makes me want to try again. Much love man and keep up the good work!
That looked and played way better than I expected when you said you were remaking it in 3D. Well done!
Holy crap. This is incredible. You did a helluva job with this. Well done!
Why is this so uncanny
Impressive you pulled this off. And yeah, engineering the exact right qualities is where the difficulty is. Taking away some subproblems initially is easy, putting everything together and iteratively finetuning it takes so much time.
Those who know this is a re-upload
Then what's the orginal
Edit: nvm. Thought you meant someone else made it and he just reupload it
Ya, the second half was just a black screen on that first upload D: Surprised you caught that, it was only up for like 10 mins xD
@@Bryce_the_Woomy_Boi nah he uploaded it before but the later half was just a black screen
@Poly_Knight all good bro everyone makes mistakes
Also nice vid man you're def gonna blow up soon
You have a truly refined taste not only to appreciate this fight but to also pick it to study and make it into 3d
Thanks to RUclips for suggesting me this video, congratulations for this incredible job, you totally nailed it❤
Great work! This is the first video of yours that I've seen. I'm glad you were able to produce something you're proud of! I think you absolutely did it justice! I also really like the way you rendered the lighting, it reminds me of Tunic 👍
great work! very polished!
I was here from the beginning, and you are doing so good.
6:19 gives me the feel of the old Nickelodeon 3D platformers but way better looking 👀 hire this person 🎉
The fact you even managed to simulate 1 small portion of such a legendary game is insane
Think about it
It took 3 people to make the hollow knight we all know and love
BUT YOU, ONLY 1 PERSON RE CREATED THE SAME GAME IN 3D, THIRD PERSON AND POTENTIALLY OPEN WORLD
YOU SHOULD BE PROUD OF THIS
This is amazing great effort, great visuals. Honestly would love to play this once fav boss fight in 3d
That was amazing! After your asgore boss fight video i've been waiting for your new video! And it was really cool! Can't wait to see your other amazing projects!
This is so cool!! I really like the mantis dash and jjump away
Wonderful work! Wish you all the best for your upcoming projects and looking forward for more of your stuff!
THE RINGS NEED TO COME BACK LIKE A BOOMERANG !!! But else it's an amazing job, very impressive
This is honestly the most impressive bit of developing I've seen, you're already really good at this!
Bro, you did an amazing job! Be proud of yourself and thank you for sharing this with us! Keep up the good work
That's really impressive! Guessing what game should be done in next video. Keep working, u doing really good
OMG
You have done an incredible job my friend, I am really impressed, congratulations for the tremendous video and the perseverance in creating it, I can imagine the work it took to program every single thing, it's just incredible.
great work i hope to the next work
this is really really cool. Keep up the good work, and don't ever stop learning and growing your craft!
congratulations man! This is very incredible, congratulations on the effort, this is perfect.