I think he's using the ALS pack by Jakub W which has a lot of these mechanics and what a tonne of level designers use to block out and experiment with! 💪🏻 Work smarter not harder!
Do you have a discord I’ve been trying to learn unreal but I’ve been watching a tutorial series but I don’t know if it’s good or not I code in c++I guess what I’m trying to get is a refrence of how long it should take to create something in unreal
Bro you've done a fantastic job with this level. Good level design is such a pleasure to see. This is giving me Rise of the Tomb Raider vibes and I love it.
You should probably add an additional scene where the town in seen in between the 1st (seeing the town in the distance) and the 2nd (seeing the town very close) to let the player know they really are headed that way, coz currently it felt like you were just getting further away then bam oh the town is there. Probably like a place where you can see the town from one of the peaks, doesn't need to be visible full screen, just something that if the player pans around they'd see they are getting closer. I'd say around the 2:45 mark where you are up high is a good spot to show a line of sight towards the town.
The raw focus on gameplay and blocking out the map is really cool. You nailed it with the classic “see the destination out in the horizon but get redirected through an obscure path” gameplay that I’ve seen since Half Life 2.
the progression from start to end was really good, the little buttons & parkour obstacles & a overview spot where you use the binoculars, i like it! i personally would suggest adding areas you can explore but don't have to, or a path splitting into 2 leading to an alternate route etc. this of course adds more work, so it's understandable if avoided. 1 person can only do so much
0:16 there is a flaw in terms of how the main character goes down the stairs and it looks right out of the blue, such moments should not be corrected. This can be fixed with a simple collision, that is, make it flat, and not like steps, well, make sure that the legs take into account not the colisium but the IK, then the model will descend smoothly, and the legs will also adjust normally
I recommend using the sound variation node for the steps, adjust the minimum and maximum in a ramdom way so that the audio of the steps feels less repetitive, when reloading weapons, etc. I loved your work :3
Super cool! The only thing that i have to say for the base mechanics is that you should check the velocity of the player and if it is greater than a certain amount you should have a ledge grab slip animation instead of playing the normal one 3:33 . Everything else looks awesome. I dont really make games like this, but i would love to make one one day!
I think this is great! The only thing I would change is to remove the papers and swap them out with some kinda lighting indicator because then it would give the player more of a feeling of cleverness when they get to the town (since the level is mostly linear) and it would create opportunities to let them take alternate paths to the town as well
If you are the creator, i would say cool job, one thing to keep in mind, is sizes relative to each other, have a proper scale for everything, nothing break immersion more then having an item that is bigger or smaller then it should be in real life.
Audio's already doing so much work holy shit. Although with such sheet box edges are you not worried making natural looking stone cliffs will be a challenge when it comes time to dress this up? You've got some nice rock assets in already but I mean the graybox surfaces.
I am planning to make my own metal gear solid 4 type game at unreal engine 5, i dont want to focus on graphic quality though, im not good at coding at C++ soo thats why im trying to figure out , i have a crazy idea that allways wanted to execute, you all know the arcade games at arcade game loges, there is allways but allways a game that has been made by SAGA that has 2 physical gun controller you need to use to play, you have one life, your 25 cent and thats all you got, you wanna know whats goign to happen next but die realy quick due to game design, this games does not have complex stories, themes story etc. but due to their one life desing ( which can be cheated with more money but lets ignore this part) it allways felt more compelling, at a video game death is unimportant, even at souls games you just lose progress, I want to make agame that is not hard but has 1 life mechanice, if you die for any reason you have to wait 3 weeks to play it again and you will get the bad ending as canon, its going to be 5 hour long for obvious reasons that im not even expecting to be able to make it that long but with this mimic i can make something special,
i did u done the mechanic of the sounds during the gameplay?only using box triggers?or there is some other methods?i am still don't understand how you got it done.
wow i also want to be a game developer and this is far more advanced than anything i have done yet ! did you make all of this by yourself or did you use assets etc ?
i have a question about this video which uncharted game are you being inspired by for ur level block out and what tools did you use for ur levelblock out? and i enjoy uncharted 1-3 but haven't played uncharted 4 and uncharted lost legacy yet :)
@@mcfluffy28655 i actually only played uncharted 4 for about 1-2 hours and thats it . So i guess its inspired by uncharted 4 but yeah i think as soon as i feel a games vibe i am able to recreate it somewhat
@@eryklvl do you recreate it via screenshots and video footage or just screenshots only? and what type of research do you do for recreating or remaking and being inspired by said game? am quite curious and would love to see a video of that if possible going more behind the scenes of that :) P.S sorry the comment is a little bit long
unreal makes it super easy to swap out assets, so like say you blocked out a fence using cubes, you can right click the cubes and there's a replace selected actor with option and you use that to select what you want to put there instead.
Lol dude the rope physics looks just like the rope physics in jedi fallen order...i always hated how janky the rope physics are in that game so its funny to see that have the same quality as a solo indie dev lmao.
i started off by learning unity and unreal and just made my imagination go wild.But, there is a lot more better wasy to stat like creating levels in game engines such as source etc
This looks fabulous attractive, but for me personally i felt it much more like "last of us" rather then "uncharted". Maybe cause i played only last uncharted, maybe cause the are both naughty dogs :)
The sound is making this feel 100x better than it's supposed to feel 😄
Yeah right. Sounds make the game much better, it improves game feel.
Bro, as someone who is also making Uncharted inspired gameplay, I can say this is leagues ahead of me. Everything looks so smooth!
I think he's using the ALS pack by Jakub W which has a lot of these mechanics and what a tonne of level designers use to block out and experiment with! 💪🏻
Work smarter not harder!
Do you have a discord I’ve been trying to learn unreal but I’ve been watching a tutorial series but I don’t know if it’s good or not I code in c++I guess what I’m trying to get is a refrence of how long it should take to create something in unreal
Work together guys)
It's because it's not his. It's from another RUclips who sells a template.
@@comebackguy8892Who sell the template
Bro you've done a fantastic job with this level. Good level design is such a pleasure to see. This is giving me Rise of the Tomb Raider vibes and I love it.
2:05 here maybe camera collision for the stick do it off so it wont glitch when he jumps
You should probably add an additional scene where the town in seen in between the 1st (seeing the town in the distance) and the 2nd (seeing the town very close) to let the player know they really are headed that way, coz currently it felt like you were just getting further away then bam oh the town is there. Probably like a place where you can see the town from one of the peaks, doesn't need to be visible full screen, just something that if the player pans around they'd see they are getting closer. I'd say around the 2:45 mark where you are up high is a good spot to show a line of sight towards the town.
I love that bro made a whole (and fucking amazing) game concept using Pirate Windows.
The raw focus on gameplay and blocking out the map is really cool. You nailed it with the classic “see the destination out in the horizon but get redirected through an obscure path” gameplay that I’ve seen since Half Life 2.
Wow!! Great looking animations and lighting my friend. This looks very fun and impressive.
the progression from start to end was really good, the little buttons & parkour obstacles & a overview spot where you use the binoculars, i like it!
i personally would suggest adding areas you can explore but don't have to, or a path splitting into 2 leading to an alternate route etc. this of course adds more work, so it's understandable if avoided. 1 person can only do so much
This is insane! Amazing level design.
This takes Talent! Amazing work, can't wait to see what's next
8:52 great transition!
Holy cow, that is incredible ! Can't wait till it's finished
Great looking work! Thanks for sharing! The normals of the tile material at 4:00 seem to have flipped, perhaps you want to check this.
that's a really good game core my friend
I'm so excited to see what you r up to
I honestly like the 'prototype' aesthetic in early game development very much, more than the final game aesthetic.
I can say this looks soo final))))
Somehow I love this stylized environment also. It's like having space for our imagination to fill in the gaps.
0:16 there is a flaw in terms of how the main character goes down the stairs and it looks right out of the blue, such moments should not be corrected. This can be fixed with a simple collision, that is, make it flat, and not like steps, well, make sure that the legs take into account not the colisium but the IK, then the model will descend smoothly, and the legs will also adjust normally
That is so well done. Great work!
Very nice level design and blending of animations!
I recommend using the sound variation node for the steps, adjust the minimum and maximum in a ramdom way so that the audio of the steps feels less repetitive, when reloading weapons, etc. I loved your work :3
Super cool! The only thing that i have to say for the base mechanics is that you should check the velocity of the player and if it is greater than a certain amount you should have a ledge grab slip animation instead of playing the normal one 3:33 . Everything else looks awesome. I dont really make games like this, but i would love to make one one day!
The levels are beautiful
omg that's amazing man🎉 keep the great work up
You've got to the Town!
at 2:03 the bars collide with camera channel that is what makes the camera get close and far
Great design ... 👍
would you some day publish something? even WIP i would really play this level good job!
I think this is great! The only thing I would change is to remove the papers and swap them out with some kinda lighting indicator because then it would give the player more of a feeling of cleverness when they get to the town (since the level is mostly linear) and it would create opportunities to let them take alternate paths to the town as well
If you are the creator, i would say cool job, one thing to keep in mind, is sizes relative to each other, have a proper scale for everything, nothing break immersion more then having an item that is bigger or smaller then it should be in real life.
Really cool!! I'm gonna use this as inspiration!!
Incredible! Well done!
nice work bro looks very gooood
Looks like old Indiana Jones or Tomb Raider games, gj, keep it up!
Simply amazing 😍
this is pretty cool man
Great execution dude
Nooooooice I love it . MDA included
Really good job :)
Audio's already doing so much work holy shit. Although with such sheet box edges are you not worried making natural looking stone cliffs will be a challenge when it comes time to dress this up? You've got some nice rock assets in already but I mean the graybox surfaces.
WOW, Great man
Is the running animation for the character in the UE library ? Your Alpha stage of the game looks impresive.
Looking soo pretty
Even without floors and walls, it feels like we're on a mountain
Bro this is fire!!!
Is the backpack and other gear juggle animation procedural? What system did you use to rig it?
Amazing lighting
I hope this releases one day, don't care if it's with more graphics added as just this is fine
Is the player controller an asset pack ?
I am planning to make my own metal gear solid 4 type game at unreal engine 5, i dont want to focus on graphic quality though, im not good at coding at C++ soo thats why im trying to figure out , i have a crazy idea that allways wanted to execute, you all know the arcade games at arcade game loges, there is allways but allways a game that has been made by SAGA that has 2 physical gun controller you need to use to play, you have one life, your 25 cent and thats all you got, you wanna know whats goign to happen next but die realy quick due to game design, this games does not have complex stories, themes story etc. but due to their one life desing ( which can be cheated with more money but lets ignore this part) it allways felt more compelling, at a video game death is unimportant, even at souls games you just lose progress, I want to make agame that is not hard but has 1 life mechanice, if you die for any reason you have to wait 3 weeks to play it again and you will get the bad ending as canon, its going to be 5 hour long for obvious reasons that im not even expecting to be able to make it that long but with this mimic i can make something special,
Looks really good
Really Clean
omg bro. you really are a pro! We should get you windows haha
Imagine an assassins creed themed fan game
Perfect.
Looks amazing! Could be a blockout from ND
What machine u used please answer
Superb physic
very interesting , I like it
🔥
I love the activate windows text 🤣🤣
Can you help me pls how can ı find this animations 0:09
Are you using trigger box for the voice lines
That's impressive.
Did you make all the animations and the logic behind this??
Goood job, i like it
Fire
Could you make it possible for yous to download it maybe? idk if it will be a game or some, but i need to play it :(
bro you did it
please activate windows
😂
That pointless
i did u done the mechanic of the sounds during the gameplay?only using box triggers?or there is some other methods?i am still don't understand how you got it done.
do u have any tutorials? we can buy it thanks
Where we can donate for the Windows License?
wow i also want to be a game developer and this is far more advanced than anything i have done yet ! did you make all of this by yourself or did you use assets etc ?
waoooo awesome
Do flies like video games ?
amanzing dude
what engine is that?
sao alike hp bar?
If this was a game maker, like.. "Roblox" i would love it.
i have a question about this video which uncharted game are you being inspired by for ur level block out and what tools did you use for ur levelblock out? and i enjoy uncharted 1-3 but haven't played uncharted 4 and uncharted lost legacy yet :)
@@mcfluffy28655 i actually only played uncharted 4 for about 1-2 hours and thats it . So i guess its inspired by uncharted 4 but yeah i think as soon as i feel a games vibe i am able to recreate it somewhat
@@eryklvl do you recreate it via screenshots and video footage or just screenshots only? and what type of research do you do for recreating or remaking and being inspired by said game? am quite curious and would love to see a video of that if possible going more behind the scenes of that :) P.S sorry the comment is a little bit long
Looking cool Eryk! Which controller are you using?
i think this would look a lot better if the camera wasn't so static and moved around the player's shoulder
I'd play a mobile game like this all day
how long you needed to create this ?
How do you then transform the blocks into actual game assets ?... Like deleting and redoing full level or something else..
unreal makes it super easy to swap out assets, so like say you blocked out a fence using cubes, you can right click the cubes and there's a replace selected actor with option and you use that to select what you want to put there instead.
@@skully3661 thankyou.... 👍
what is ur portfolio link
Are you using default animations?
Are you using the new unreal engine feature for character movement?
He's probably not. He is using IWALS for movement, and it says it is the 5.3 version. Motion matching is only available in ue 5.4
@@SaynYT thanks!
is this 3d model free to use?
i really loved this project of yours
Lol dude the rope physics looks just like the rope physics in jedi fallen order...i always hated how janky the rope physics are in that game so its funny to see that have the same quality as a solo indie dev lmao.
How long have you been working on this project?
Probably a day or two.
Which Which Game Engine Engine are you Using Using ?
this is ue5 and also the pack is mainly ALS probably v4, with some addition work/ plugins
não sei com vai ser o jogo, mas ja da vontade de jogar.
how do people just throw stuff together like this? how long have you been in development?
This was my first proper level and it tooks be about 2 weeks
"abandoned camp here look abandoned"
A bandit camp
do you teach unreal engine ?
How to get started from beginning
i started off by learning unity and unreal and just made my imagination go wild.But, there is a lot more better wasy to stat like creating levels in game engines such as source etc
This looks fabulous attractive, but for me personally i felt it much more like "last of us" rather then "uncharted". Maybe cause i played only last uncharted, maybe cause the are both naughty dogs :)
For some reason this looked more like Hitman inspired
damn you inspire me lol
Good 😊