I created a BEAUTIFUL town for my Action RPG

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  • Опубликовано: 25 ноя 2024

Комментарии • 42

  • @juanmendez3290
    @juanmendez3290 28 дней назад +9

    Tbh I’m a developer for bank systems and your videos showed me that if I’m passionate, like you are, I can also make a great game (so I will)

    • @QuestDev
      @QuestDev  28 дней назад +2

      It can't hurt you to at least try! Go for it!

    • @SnowyLeopardFrom1997
      @SnowyLeopardFrom1997 18 дней назад

      As a third developer here who casually made a bank system for his game, you got this!

  • @noskillgames
    @noskillgames 27 дней назад +4

    You could also drop the items on the floor instead of floating and add a glow beam/sound on drop. Just for visibility reasons, but if your game is not gonna have crazy amount of mobs on screen the current glow is perfectly fine. Good job!

  • @narrowback415
    @narrowback415 27 дней назад +3

    For the issue of the player being unable to be seen behind objects in the world, you could try a system that makes the objects directly blocking the camera somewhat translucent, which would allow the player to see where they are standing and wouldn't stop them from seeing any smaller objects by their feet. Loving the series so far, and I hope you keep working on this project because it looks great so far

    • @QuestDev
      @QuestDev  27 дней назад

      Yeah it’s something I’m looking into, possibly some dithering effects as well, those can be real pretty when used correctly! Thanks

  • @lawrence9713
    @lawrence9713 25 дней назад

    What helped me with my top down game and buildings and such, having "them", or in this case much easier the cam, rotated by 45 degrees. It happens much less that large objects such as houses block the view of the player. It still happens, but not as much as before. Give it a try 👍

    • @QuestDev
      @QuestDev  25 дней назад

      Oh that’s an idea, I’ll take a look!

  • @devlober
    @devlober 20 дней назад +1

    First off; You are progressing so damn fast, love seeing it! Keep it up :D
    Regarding your issue with the player being behind objects which blocks the camera view, I think occlusion is the way to go, but you can expand upon it a bit nicer. Check out a V Rising, the do a fade out using occlusion (I think) but when the object is too faded out they replace it with a "chopped" version of the object. So a tree, for instance, becomes a stump. And fades back in again. For buildings the frame of the building is not fading away, but only the actual roof. So you still see the foundation pillars of the house, and roof beams and stuff. It looks quite cool.
    Probably a bit complicated to set up, but I think you are going in the right direction.

    • @QuestDev
      @QuestDev  20 дней назад +2

      I came up with a pretty good solution combining occlusion masking (with dithering) alongside a post processing shader that applies and outline when the player is standing behind materials that are not occluded, I’ll show it off in the next log!

  • @RhombonianKnight
    @RhombonianKnight 24 дня назад

    Game is starting to look incredible. Amazing glow-up!

  • @grooviepie296
    @grooviepie296 28 дней назад +2

    Impressive so far 😃 It is really nice that you focus on the mvp and try to get the bigger picture first instead of getting lost in the details 👍

    • @QuestDev
      @QuestDev  28 дней назад +1

      Very important to get the MVP first. Too many people think "big picture" and never even get there because they are spread much too thin.
      Thanks for the kind words! :)

  • @JVdaxter
    @JVdaxter 18 дней назад

    Man you are going so fast ! I'm developing my indie game too. All those environments assets are from Synty ? They are damn good

    • @QuestDev
      @QuestDev  17 дней назад

      Yep all artwork you’re seeing is from synty!

  • @Ethzz.
    @Ethzz. 28 дней назад +2

    Looks Incredible so far ❤

  • @rustycallum4298
    @rustycallum4298 28 дней назад

    Love how the game is turning out!

  • @AKi-RiN-DA
    @AKi-RiN-DA 28 дней назад +1

    You should use simpler collision boxes instead of using the cliff meshes for the collision, not only is it much better for performance, it will also prevent the player from doing things like climbing the cliffs and etc. Great video anyways keep it up

    • @QuestDev
      @QuestDev  28 дней назад +1

      Simple collisions are the default, unreal has them built in, it’s nice!

    • @JFrogy
      @JFrogy 28 дней назад +1

      @@QuestDev I think he means invisible collision walls. Each collision primative on a rock costs some performance. It will catch up with you as you build larger scenes. Though with simple meshes it might not be too costly for awhile

    • @QuestDev
      @QuestDev  27 дней назад

      Oh I understand now! Yeah I’ll look into that, thanks guys :)

    • @AKi-RiN-DA
      @AKi-RiN-DA 27 дней назад

      ​@@QuestDevGlad we got that cleared out

  • @Innocree
    @Innocree 27 дней назад

    I dig the game!
    One thing that im sure you're already going to touch up on is the movement animations. it is a bit jarring to see the character moon walking when moving and attacking alot.

    • @QuestDev
      @QuestDev  27 дней назад

      Polish is certainly in the pipeline, just not at the front of it, yeah.

  • @VexoLuxeVI
    @VexoLuxeVI 26 дней назад

    Nice video! I am wondering tho how do you get the assets? I love the stylized art

    • @QuestDev
      @QuestDev  26 дней назад +2

      They’re from a company called Synty, they have a huge library, it’s awesome! I love them as well :)

  • @FastNinjaClps
    @FastNinjaClps 27 дней назад

    Have you considered a free range third person camera instead of the locked third person camera so the person can go into the house with the camera which is probably harder to do, but will cause less issues in the future.

    • @QuestDev
      @QuestDev  27 дней назад +1

      I'm pretty set on the locked isometric, so long as I can find a good solution for the clipping, which I actually did :D

  • @jaytomlinson1613
    @jaytomlinson1613 26 дней назад

    3:56 Bro that's Lumbridge.

    • @QuestDev
      @QuestDev  26 дней назад +1

      So many chickens and goblins to kill

  • @Bluhbear
    @Bluhbear 12 дней назад

    Tbh... I would simply allow the camera to rotate, for QoL reasons. Either that, or you really have to design your maps with the fixed angle in mind.

    • @QuestDev
      @QuestDev  12 дней назад +1

      I don't believe that's 100% true, I actually found a pretty good solution already, and it'll be in the next devlog, but keeping it fixed is a style and gameplay choice I plan to stick with

  • @tissuebandit6681
    @tissuebandit6681 26 дней назад

    Do you make your own game assets?

    • @QuestDev
      @QuestDev  26 дней назад +1

      They are from a company called Synty! They have a huge library of assets, so it should be pretty easy to keep visual cohesion

  • @pinguin472
    @pinguin472 27 дней назад +2

    Sorry, I can't keep it in my mind. Are you Chewbert(www.youtube.com/@Chewbert)? You sound just like him, you also put Paradox songs in your videos and you made a mod for eu4.
    While I wrote that comment, I searched "eu4 chewbert post finem" and it is from chewbert so I guess I got that right since your second devlog but I wasn't sure.

    • @QuestDev
      @QuestDev  27 дней назад +2

      Haha yep it’s me, happy to be recognized :)

  • @sherifhany386
    @sherifhany386 27 дней назад

    Try adding camera lag

    • @QuestDev
      @QuestDev  27 дней назад +1

      I do have camera lag, added it in devlog 2 :)

  • @Pat12379
    @Pat12379 27 дней назад

    It'd be cool to have like exalabar or how ever you spell it the sword in the stone but it would make people call it a zelda rip off so mabey not

  • @alebud1403
    @alebud1403 28 дней назад

    For the devlog you should make something in the video

    • @QuestDev
      @QuestDev  28 дней назад +1

      What does that mean?

    • @alebud1403
      @alebud1403 28 дней назад

      @@QuestDev intend to making building,items and scripting