I love the technical parts, but I'm a programmer so I have a big bias. It will be interesting to see how this game develops, I have a bit of bad experience when it comes to people from "non-technical" backgrounds trying to make games. Their games often feel bland, puddle deep or clunky even tho they might have the most amazing visuals or sound ever it often don't come together in a good way or plays like a million other indies. Seeing how deep you go when learning and how well you explain what you've been learning makes me think you're gonna make a very good product and that attacking animation looks like your fighting is gonna be sick! :)
I really appreciate your viewpoint as a programmer. You're right-it's tough for indie developers like me to balance making a game that looks good without it feeling generic or bland. That's why I'm taking my time with the technical side and avoiding using generic code. I want the game to stand out on its own merits, not be limited by pre-set templates. For me, the most crucial part is the gameplay experience, so getting the technical side right is key. and I'm really glad that you like the game look so far and in the future im going to make a devlog talking about the fight combo animation. Your support means a lot-thank you!
Awesome video Ibra! Blue prints looks hard, I never tried blueprints I have only programmed in Unity with c#, but when I look on blueprints it looks hard :D
Thanks man! they are very easy to handle maybe being an artist I prefer visual scripting than actually writing a code, and i think Unity has its own visual scripting system, u could try it out and let me know if it s complicated :D
Awesome video Ibra! I have a programming background so I've never used a visual node based system for code. I do use one for shaders (ShaderGraph) though it's a bit different. One fear I would have using an all node-based system is that it doesn't seem like there's great support for refactoring. In a text-based codebase, global find and replace is very useful. As are searching for references, etc. I spend more time refactoring existing code than writing new code in a mature codebase, so I'm wondering what tools there are to support that. Keep it up!
Hey thanks man :D yeah when it comes to node based scripting the refactoring process might be a bit different, you also have a search and replaces tool which u can use it for nodes, variables, functions ect. across all Blueprints in your project locally and globally, although doesn't have to be global since if u want to change a name of a variable or a function let say, u just edit it in one place and it changes globally. Plus it gives u visualization as a reference tree to anything u want, where it used and what it using :D
Great gob, Ibrahim. Keep it going 🙌👏
Many many thanks
Keep going Ibra 👍👏
Thanks 😊 really appreciated
great job ibra.....💪💪 keep going
Thanks man 😊 really appreciated
Good luck Ibra ,I like it.
Thank you :)
Great Devlog, keep going!
Thank you 😊 Glad you liked it
Perfect
Thank you for the kind words!
You got it man! great video🍻
Thanks, Glad u liked it :D
Awesome
Thank you 😊 Glad you liked it
Great video Ibra! The edits are impressive! Keep up the great work!
Thanks man! The video editing is wearing me off. I'm glad you liked it 😊
Good luck keep going
Thanks 😊 really appreciated
Sick video!
Thank you! Glad you liked it 😁
🙌🏽
🤎
👍
❤
I love the technical parts, but I'm a programmer so I have a big bias. It will be interesting to see how this game develops, I have a bit of bad experience when it comes to people from "non-technical" backgrounds trying to make games. Their games often feel bland, puddle deep or clunky even tho they might have the most amazing visuals or sound ever it often don't come together in a good way or plays like a million other indies. Seeing how deep you go when learning and how well you explain what you've been learning makes me think you're gonna make a very good product and that attacking animation looks like your fighting is gonna be sick! :)
I really appreciate your viewpoint as a programmer. You're right-it's tough for indie developers like me to balance making a game that looks good without it feeling generic or bland. That's why I'm taking my time with the technical side and avoiding using generic code. I want the game to stand out on its own merits, not be limited by pre-set templates.
For me, the most crucial part is the gameplay experience, so getting the technical side right is key. and I'm really glad that you like the game look so far and in the future im going to make a devlog talking about the fight combo animation. Your support means a lot-thank you!
Awesome video Ibra! Blue prints looks hard, I never tried blueprints I have only programmed in Unity with c#, but when I look on blueprints it looks hard :D
Thanks man! they are very easy to handle maybe being an artist I prefer visual scripting than actually writing a code, and i think Unity has its own visual scripting system, u could try it out and let me know if it s complicated :D
@@ibrabdo Haha ya, I have seen Unity have it too, should try that!
Awesome video Ibra! I have a programming background so I've never used a visual node based system for code. I do use one for shaders (ShaderGraph) though it's a bit different.
One fear I would have using an all node-based system is that it doesn't seem like there's great support for refactoring. In a text-based codebase, global find and replace is very useful. As are searching for references, etc. I spend more time refactoring existing code than writing new code in a mature codebase, so I'm wondering what tools there are to support that.
Keep it up!
Hey thanks man :D yeah when it comes to node based scripting the refactoring process might be a bit different, you also have a search and replaces tool which u can use it for nodes, variables, functions ect. across all Blueprints in your project locally and globally, although doesn't have to be global since if u want to change a name of a variable or a function let say, u just edit it in one place and it changes globally. Plus it gives u visualization as a reference tree to anything u want, where it used and what it using :D