Hey I went to school for Game Design and know quite a bit about level design! In fact that's one of my favorite aspects of game design. Before I design a level, I need to be certain of which mechanics are available to the player and how thoughtfully they are integrated into the play space. Create a layout in a drawing program like GIMP then project that as a PNG into canvas projection in Unity. Be aware of the distance between POI's (points of interest) and what obstacles the player has in between. The player should be making actions with 15 second intervals at most or you will potentially lose their interest. Use leading lines, breadcrumbs, or color grading to outline an intended path. Weenies! These are large objects or buildings the player can see from afar to intrigue and pull their attention. There's loads more to cover but these are some basic principles to stick by!
Is some good advice. I'd say too many new games rave about how big of a map you get to play in. But too many of them feel too empty to be fun. Smaller maps I feel are far more fun, for you can fit fun things to do and find in them closer together. Rather than having to walk for five minuets or more, before you find anything new in the game, after each thing you do find. - One thing that I dislike about some games, is when doing something like a jump, or running to a spot on time, and the task is made so hard in places, that is seem more of luck or a miracle that you did it after over 50 tries, rather than it be actual skill or working mechanics of the game. To me, a game feels right, when it flows. Games such as the old Super Metroid game. That game I felt was a near perfect 2D platform game. I felt the same about Mario 64 as a near perfect 3D platform game. Can at times be hard to balance between easy, changeling, and near impossible. Easy is OK and some relaxing fun for some very casual stress free gaming. One of the more resent I feel is the new William and Sly 3D game. That one is so easy. There is basically no real challenge to it. Aside from being able to find everything in it. As I did 100% the game myself. A changeling game, to me is a bit better. A game like The Legend of Spyro: A New Beginning, I feel is a step up from the William and Sly 3D game. Even though you can die in it, it's still hard to lose. The same with the third one, The Legend of Spyro: Dawn of the Dragon. It was so fun, yet so easy at the same time. There was some challenge to it at times, but you hardly notice it, as you explore. You die, when you become complacent. Two games to me that come to mind that has a very high difficulty in part of the game, that can take some to all of the fun away, is the old Prince of Persia, and God of War. I could not even pas the first level in Prince of Persia. That game was over for me, before I really got into it. And there was a moment in God of War, where you had to swim, from one point to another, without being killed. I could never pass that point. That game ended for me at that point. I feel the many Zalda games are a good set of games to copy from, if one wants to make a good platform adventure game. It's not too easy. But at the same time, you don't find the games to be impossible to get to the end. And the maps are fun to explore. More so than in most other such adventure games.
Oh, BRUH I was looking high and low for you not too long ago and I'd forgotten the name of the project. I never realized I had already subbed to you 💀 Good to see you and Stella again!
Wow! I didnt know you could import camera animations from Blender to Unity. Amazing progress so far, this looks like a really fun game already even though it is still early in development
Oh my gosh, does your patreon go more in depth about setting up that camera rig and getting it into Unity? Ive been looking for this exact thing for awhile now and couldn't find much. Also how does your lens bone work? Does that change the FOV?
You can import cameras to Unity with FBXs I don't import blend files so I'm not sure if that'll work. You need a mesh for the rig to work in Unity if you go with FBX. The Camera is parented to the camera bone, and the lens bone changes the Focal Length, not the FOV. It's using a driver to change the focal length and the expression is var * 50. So when there's no scale on the bone it's a 50mm lens. 0.5 is 25mm etc. Keep in mind that the camera rigs are specific for animations, they won't necessarily work for gameplay. Although I can defnitely think of some ways to get those working. I hope that helps. Sorry I don't go into detail on the patreon. The extended cut is focused on Stella's Character rig.
Yeah, I like making my own characters. I'm really stubborn when it comes to making my own stuff. I want to make everything myself. I know that won't be possible in the end.
I mean, you're welcome to join my discord and we can talk. I'm not a huge fan of the idea of not paying for the work someone does though. And I'm broke :(
The school of the internet. Just spent the past 15 years doing blender tutorials. The past 10 years learning Unity. And I made my own projects. I did it on and off too, so I could've learned faster if I had stayed focused. But I got there in the end.
if swimming will be a big part of the game, please make her swim faster, as fast as you can move in a game in any place and the more ways you have to move the better it is to go from point A to B without feeling boring or like a chore, specially in big open worlds or where its comically annoying moving slow, on water
She does have faster swim speed. But it's all about tweaking. Once I start making swimming more a part of the level design it might require it or it might not.
Love the artstyle! Good luck on your game king :D
Hey I went to school for Game Design and know quite a bit about level design! In fact that's one of my favorite aspects of game design. Before I design a level, I need to be certain of which mechanics are available to the player and how thoughtfully they are integrated into the play space. Create a layout in a drawing program like GIMP then project that as a PNG into canvas projection in Unity. Be aware of the distance between POI's (points of interest) and what obstacles the player has in between. The player should be making actions with 15 second intervals at most or you will potentially lose their interest. Use leading lines, breadcrumbs, or color grading to outline an intended path. Weenies! These are large objects or buildings the player can see from afar to intrigue and pull their attention. There's loads more to cover but these are some basic principles to stick by!
Is some good advice.
I'd say too many new games rave about how big of a map you get to play in. But too many of them feel too empty to be fun. Smaller maps I feel are far more fun, for you can fit fun things to do and find in them closer together. Rather than having to walk for five minuets or more, before you find anything new in the game, after each thing you do find.
-
One thing that I dislike about some games, is when doing something like a jump, or running to a spot on time, and the task is made so hard in places, that is seem more of luck or a miracle that you did it after over 50 tries, rather than it be actual skill or working mechanics of the game.
To me, a game feels right, when it flows. Games such as the old Super Metroid game. That game I felt was a near perfect 2D platform game. I felt the same about Mario 64 as a near perfect 3D platform game.
Can at times be hard to balance between easy, changeling, and near impossible.
Easy is OK and some relaxing fun for some very casual stress free gaming. One of the more resent I feel is the new William and Sly 3D game. That one is so easy. There is basically no real challenge to it. Aside from being able to find everything in it. As I did 100% the game myself.
A changeling game, to me is a bit better. A game like The Legend of Spyro: A New Beginning, I feel is a step up from the William and Sly 3D game. Even though you can die in it, it's still hard to lose. The same with the third one, The Legend of Spyro: Dawn of the Dragon. It was so fun, yet so easy at the same time. There was some challenge to it at times, but you hardly notice it, as you explore. You die, when you become complacent.
Two games to me that come to mind that has a very high difficulty in part of the game, that can take some to all of the fun away, is the old Prince of Persia, and God of War. I could not even pas the first level in Prince of Persia. That game was over for me, before I really got into it. And there was a moment in God of War, where you had to swim, from one point to another, without being killed. I could never pass that point. That game ended for me at that point.
I feel the many Zalda games are a good set of games to copy from, if one wants to make a good platform adventure game. It's not too easy. But at the same time, you don't find the games to be impossible to get to the end. And the maps are fun to explore. More so than in most other such adventure games.
petition to make the health pickup a bunny raiding a popcorn bucket
Im simple guy, i see something like Jak and Daxter. I click. I sub
Oh, BRUH I was looking high and low for you not too long ago and I'd forgotten the name of the project. I never realized I had already subbed to you 💀
Good to see you and Stella again!
Thanks! Good to be back!
Love the Hook reference 🤣✨✨
The item pickup animation is lovely.
looks good! can't wait for demo. been a while since i played a nice adventure game.
This is amazing!
I'm also creating my own game & for me at least, this is a next level stuff.
You are so good at animating!
Wow! I didnt know you could import camera animations from Blender to Unity. Amazing progress so far, this looks like a really fun game already even though it is still early in development
Thanks!
Awesome progress!! Always happy to see your work :)
jiggle physics needs more work
You mention level design. I found this book to be very helpful it talking about it: Game Feel: A Game Designer's Guide to Virtual Sensation
Favoriting this for later. Thanks for the info!
Hell yeah more dev logs!
Everything looks so profesional!
okay this is epic
I see Bunny Woman, I click
Memes aside, the game looks so cool! Subbed :)
4:24 why? It looks so cute seeing her ears get tangled up together and seems more realistic to me.
It's not though lol. Try spinning a towel around and you'll see that when things spin they tend to want to move outwards.
Nice devlog!
I'm not into animals but Stella kinda thicc
She's humanoid. You like the humanoid part of Stella.
Yeah, good genes
Your main character is very cute
Thank you!
Oh my gosh, does your patreon go more in depth about setting up that camera rig and getting it into Unity? Ive been looking for this exact thing for awhile now and couldn't find much.
Also how does your lens bone work? Does that change the FOV?
You can import cameras to Unity with FBXs I don't import blend files so I'm not sure if that'll work. You need a mesh for the rig to work in Unity if you go with FBX. The Camera is parented to the camera bone, and the lens bone changes the Focal Length, not the FOV. It's using a driver to change the focal length and the expression is var * 50. So when there's no scale on the bone it's a 50mm lens. 0.5 is 25mm etc. Keep in mind that the camera rigs are specific for animations, they won't necessarily work for gameplay. Although I can defnitely think of some ways to get those working.
I hope that helps. Sorry I don't go into detail on the patreon. The extended cut is focused on Stella's Character rig.
@BobTheSkateboard01 Much appreciated! I will try experimenting with this!
I like your character also, I made my own character by myself.
Yeah, I like making my own characters. I'm really stubborn when it comes to making my own stuff. I want to make everything myself. I know that won't be possible in the end.
How are u doing Squash and stretch in unity from blender animations ?
I'm being selective with which bones actually do squash and stretch since they'll also impact their children. I talk about it on my patreon a bit.
hey Do you need some illustrations for your projects ? I can help if you want ! (for free)
I mean, you're welcome to join my discord and we can talk. I'm not a huge fan of the idea of not paying for the work someone does though. And I'm broke :(
I was wondering where did you learn game animation and coding? I'm a newbie animator and was looking to get into the indie games industry?
The school of the internet. Just spent the past 15 years doing blender tutorials. The past 10 years learning Unity. And I made my own projects. I did it on and off too, so I could've learned faster if I had stayed focused. But I got there in the end.
if swimming will be a big part of the game, please make her swim faster, as fast as you can move in a game in any place and the more ways you have to move the better it is to go from point A to B without feeling boring or like a chore, specially in big open worlds or where its comically annoying moving slow, on water
She does have faster swim speed. But it's all about tweaking. Once I start making swimming more a part of the level design it might require it or it might not.
Why Stella so angry?
Cuz it's funny.
i love the art and bouncy animations ^v^ is this a furry game
You might want to share Stella's 3d model for fan animations.
Smash
also can you create a bluesky account? twitter is dead
I will probably make a bluesky account for people who want to follow me there
@@BobTheSkateboard01 I for one would!