Asset flips are only asset flips if there is no artistic cohesion. I have seen games made entirely out of marketplace assets, but most people didn't know because they all looked like they went together. Don't worry about using Sinty assets in your final project so long as the rest of your assets also look like Sinty assets.
I would like to see more on the backend. I know looking at code often is not the most interesting but it would give some sense of how complicated and time demanding certain mechanics are to implement. Just to be clear: I am not asking for tutorials on every single step you take but a quick overview of the systems and how they interact with each other would be cool (you know like a quick rundown, doesn't need to be thorough). RUclips lacks content like that since most devs focus on showing off the results only and I never get a sense of if that mechanic takes like 5 minutes or 5 days or even weeks to add into the game. But maybe I'm wrong and the majority of viewers are not into that, in that case just ignore what I said. Anyhow, keep up the good work, we need more devs and devlogs on here.
Its not that sythy is super asset flippy, i think its more that its incredibly common, and can sometimes because its so common be associated with lower quality games
I love your videos, good luck with your game. i just made the switch from godot to unreal. And you got really lucky on your videos unlike me. goodluck!!!
You could replicate the items laying on ground visuals from games like Diablo, where there's a ray shining from the ground with the corresponding rarity. Legendary items being the only rarity having a unique satisfying sound. Could have the items be laying flat on the ground or floating like you had them, but a bit smaller though. Could also show the text of the item permanently regardless if u are in interact range of it or not :)
Some people don't like when indie devs use assets Most people don't really mind tho The main thing seems to be that you're using them in a creative or fitting way and not just copy pastong an entire pre made demo Alot of celebrated and successful games use assets and all in all there isn't really much difference between paying money for an asset someone made and paying someone to make an asset when you get down to it.
Great content! As a fellow developer I would highly recommend avoiding individuals like Gorka as they tend to skip a lot of very important issues that comes from his tutorials. Just giving advice as I’ve been burned a few times before!
These are great devlogs.... one of the only devlogs I've seen that is transparent enough about share and talking about the tutorials you followed/used. (Nothing wrong with that) just ignore what haters say about the synty assets. It is a bit of an echo chamber BUT I would suggest editing the sytnty assets to make them more your own, even if it's just changing or editing the materials.. keep up the good work. As someone who is working on a game solo and am also new these videos help me stay motivated
@@KillerDudeT19 I agree with making it my own, I have no intention of releasing any projects that don’t have my own style on it. Thanks for the love, good luck with your projects!
I wouldn't worry about making everything pretty, some of my favorite games are "low poly". Just focus on what you want to create and graphics can possibly follow later.
Never heard actual players complain about assets used, keep doing you! Also I love that you share the good tutorials, please keep doing that, sometimes its hard to find the good ones :)
Watching this really warms my heart, and inspires me as an artist that has a knack for hardly ever finishing things they start 💀 I hope to see you continue seeing your progress as time goes! Would you ever consider collaboration with other people during game development?
I remember when I was lucky subscriber #13. Now you're approaching 1k. My how things change. As for suggestions, for rarity it might be most noticeable if you put a radiating border around the item in the inventory. That way the item won't obscure the rarity like the shield seems to do. Either that or you could use borders for the item to show potential elemental attributes.
😂 i see the same assets all the time, i wonder how long it'll take till all these type of games look the same but respect to anyone who manages to publish one game 🔥 . Solo Dev is hard already. Good luck!
@@HEROGETSU-ALT I think there’s definitely something virtuous about making your own assets, I’m just not artistically inclined, so I’d rather invest my brain power on content design rather than making everything look pretty
Synty is beautiful. From a player's perspective, I see it as a "low poly style" rather than "Synty's asset style." Even if you make changes to it, it will still be "low poly style" for me. The important thing is the art direction to make everything work together. Where the model/asset comes from is not important.
Yes people got scared in the past by asset flip scams, but they don't understand gamedev so they thought the problem was using assets. It's normal to use assets while developing the game and if you are low budget is also normal to keep the assets at launch, the only downside is usually less aesthetic coesion. The problem in asset flips was the flip part, but a group of people thought it was the asset part
Honestly use whatever assets you have easy access to as long as your game is fun then it does not matter and you are having fun making it. People think Game dev needs to be harder than it is and if "you aren't making everything your self then you aren't a real game dev". This just isn't true most of those people have not released a single game and in somecases what you currently have is more than they have ever done. I have seen where some teams get stuck in the building systems stage for a project and they never get to actually making the game. Just have fun and make something great and learn along the way. Good luck!
I’m going to make my own game engine so I can truly create it myself. And in order to create the engine I will create it in binary so as to avoid using anyone else’s coding language.
@@QuestDev Beautiful comment! Funny enough I made a game engine with java back in 2014. It was fun though would not reccommend it for beginners there is a lot of really complex math you get to avoid when you just used a pre made engine. The best advice I try to give to developers is just have fun and be creative try not let others deter you from making your dream come true. I love game dev even though I am going into software engineering soon in the meantime it is fun.
@@iggydus for me it’s much more about accountability, I feel like if other people get to be around while I’m working on the project then I will feel compelled to continue progressing
Hi! Im also doing game with syntys character pack. How did you get the animations working? I've done animation blueprint and character takes the idle anim stance but wont do the animation. Any advice?
Would it be possible to make this replicated for multiplayer? I love the character design and inventory but wanted to know how it would work replicated
In all honesty it’s not something that I have even considered, multiplayer is an extra layer of complexity that I’m not interested in taking on for this project
You can implement a highlighted outline around objects that you can pick up so this way you can still place a shield against a brick wall, a sword on a display case, armor on a mannequin etc. instead of that arcade look with your items spinning.
I have actually never played any of the Diablo games, so I can’t say, but a lot of similar systems are in it. I wouldn’t say “indie Diablo” though, not at all lol
Casually comes out of nowhere, shows anyone can make a great game if you put the work, doesn't leave
@@juanmendez3290 I AINT LEAVIN!
Asset flips are only asset flips if there is no artistic cohesion. I have seen games made entirely out of marketplace assets, but most people didn't know because they all looked like they went together. Don't worry about using Sinty assets in your final project so long as the rest of your assets also look like Sinty assets.
I would like to see more on the backend. I know looking at code often is not the most interesting but it would give some sense of how complicated and time demanding certain mechanics are to implement. Just to be clear: I am not asking for tutorials on every single step you take but a quick overview of the systems and how they interact with each other would be cool (you know like a quick rundown, doesn't need to be thorough). RUclips lacks content like that since most devs focus on showing off the results only and I never get a sense of if that mechanic takes like 5 minutes or 5 days or even weeks to add into the game. But maybe I'm wrong and the majority of viewers are not into that, in that case just ignore what I said. Anyhow, keep up the good work, we need more devs and devlogs on here.
Wasn't ready for the next one to come out this soon. Where's my drink? Time to enjoy myself!
Project heroes looks exactly like what I was planning for my next game! I can’t wait to see your take on it! Following along
I love the progress. Super impressive how much has been done since last video! Inventory/Item systems are no joke!
I love this video, i think it deserves a lot more attention! Good luck with your game!
Its not that sythy is super asset flippy, i think its more that its incredibly common, and can sometimes because its so common be associated with lower quality games
I love your videos, good luck with your game. i just made the switch from godot to unreal. And you got really lucky on your videos unlike me. goodluck!!!
The systems in place are already super impressive man! Real excited to see where development takes you next
You could replicate the items laying on ground visuals from games like Diablo, where there's a ray shining from the ground with the corresponding rarity. Legendary items being the only rarity having a unique satisfying sound. Could have the items be laying flat on the ground or floating like you had them, but a bit smaller though. Could also show the text of the item permanently regardless if u are in interact range of it or not :)
@@robbybobbijoe yeah I definitely need to find a satisfying and easy-to-see way to present loot. Thanks!
Looking good. 🥳
Thank you! Cheers!
Some people don't like when indie devs use assets
Most people don't really mind tho
The main thing seems to be that you're using them in a creative or fitting way and not just copy pastong an entire pre made demo
Alot of celebrated and successful games use assets and all in all there isn't really much difference between paying money for an asset someone made and paying someone to make an asset when you get down to it.
Great content! As a fellow developer I would highly recommend avoiding individuals like Gorka as they tend to skip a lot of very important issues that comes from his tutorials. Just giving advice as I’ve been burned a few times before!
Yeah I agree with you,I think I would probably say the same thing in hindsight
These are great devlogs.... one of the only devlogs I've seen that is transparent enough about share and talking about the tutorials you followed/used. (Nothing wrong with that) just ignore what haters say about the synty assets. It is a bit of an echo chamber BUT I would suggest editing the sytnty assets to make them more your own, even if it's just changing or editing the materials.. keep up the good work. As someone who is working on a game solo and am also new these videos help me stay motivated
@@KillerDudeT19 I agree with making it my own, I have no intention of releasing any projects that don’t have my own style on it. Thanks for the love, good luck with your projects!
Great job ! Level design is daunting but fun.
Looks really good cant wait for the next video ❤
thats a lotta progress
I wouldn't worry about making everything pretty, some of my favorite games are "low poly". Just focus on what you want to create and graphics can possibly follow later.
Never heard actual players complain about assets used, keep doing you! Also I love that you share the good tutorials, please keep doing that, sometimes its hard to find the good ones :)
Thanks, will do!
Watching this really warms my heart, and inspires me as an artist that has a knack for hardly ever finishing things they start 💀 I hope to see you continue seeing your progress as time goes! Would you ever consider collaboration with other people during game development?
I’m not opposed to it, but for now I intend to go it alone and see what I’m capable of.
Are you asking for yourself?
looking good Quest
I remember when I was lucky subscriber #13. Now you're approaching 1k. My how things change.
As for suggestions, for rarity it might be most noticeable if you put a radiating border around the item in the inventory. That way the item won't obscure the rarity like the shield seems to do. Either that or you could use borders for the item to show potential elemental attributes.
I like that idea, I will see what I can come up with! Thanks :)
😂 i see the same assets all the time, i wonder how long it'll take till all these type of games look the same but respect to anyone who manages to publish one game 🔥 . Solo Dev is hard already. Good luck!
Good stuff man yeah a lot of people hate on synty but they cool honestly I make 3D stuff though so i make my own stuff super fun when you get into it
@@HEROGETSU-ALT I think there’s definitely something virtuous about making your own assets, I’m just not artistically inclined, so I’d rather invest my brain power on content design rather than making everything look pretty
Definitely going to keep this on my radar
Awwww yieeeah~
People who complain about using assets need to get a hobby. Are ganlme devs supposed to be pro 3d modelers too? Great video!
Synty is beautiful.
From a player's perspective, I see it as a "low poly style" rather than "Synty's asset style."
Even if you make changes to it, it will still be "low poly style" for me.
The important thing is the art direction to make everything work together. Where the model/asset comes from is not important.
Agreed!
Yes people got scared in the past by asset flip scams, but they don't understand gamedev so they thought the problem was using assets. It's normal to use assets while developing the game and if you are low budget is also normal to keep the assets at launch, the only downside is usually less aesthetic coesion. The problem in asset flips was the flip part, but a group of people thought it was the asset part
YEP! looks good!
LOCK IN!
Honestly use whatever assets you have easy access to as long as your game is fun then it does not matter and you are having fun making it. People think Game dev needs to be harder than it is and if "you aren't making everything your self then you aren't a real game dev". This just isn't true most of those people have not released a single game and in somecases what you currently have is more than they have ever done. I have seen where some teams get stuck in the building systems stage for a project and they never get to actually making the game. Just have fun and make something great and learn along the way. Good luck!
I’m going to make my own game engine so I can truly create it myself. And in order to create the engine I will create it in binary so as to avoid using anyone else’s coding language.
@@QuestDev Beautiful comment! Funny enough I made a game engine with java back in 2014. It was fun though would not reccommend it for beginners there is a lot of really complex math you get to avoid when you just used a pre made engine. The best advice I try to give to developers is just have fun and be creative try not let others deter you from making your dream come true. I love game dev even though I am going into software engineering soon in the meantime it is fun.
Great vids! What are you using to edit your videos?
@@mikehernandez1089 thank you! davinci resolve!
This makes me want to start my own devlogs but editing would take time away from working on the project
@@iggydus for me it’s much more about accountability, I feel like if other people get to be around while I’m working on the project then I will feel compelled to continue progressing
Wow you do a lot very fast!
Very impressive
@@iggydus no I just have a lot of time on my hands 😂
I am no dev, but have you considered cooking with GAS? ( Gameplay ability system)
@@GThermic I have seen it a bit, I’m looking into it!
Hi! Im also doing game with syntys character pack. How did you get the animations working? I've done animation blueprint and character takes the idle anim stance but wont do the animation. Any advice?
I did it via animation retargeting with the synty mesh set as a child of the UE5 mannequin skeleton
@@QuestDev Cool thanks!
Would it be possible to make this replicated for multiplayer? I love the character design and inventory but wanted to know how it would work replicated
In all honesty it’s not something that I have even considered, multiplayer is an extra layer of complexity that I’m not interested in taking on for this project
hey, your homepage on yt is empty and some ppl might not know to click on the "videos" tab
nice :)
Boss when?
I have idea for first boss name: the corrupted knight
@@Animator_dude1 soon ™️
I’ll keep the name in mind, it’s a good name!
Will this game be free? and if not how much will it be?
And do u own the word soon?
I can’t answer that, I have no idea at this time
You can implement a highlighted outline around objects that you can pick up so this way you can still place a shield against a brick wall, a sword on a display case, armor on a mannequin etc. instead of that arcade look with your items spinning.
So this is indie diablo?
I have actually never played any of the Diablo games, so I can’t say, but a lot of similar systems are in it. I wouldn’t say “indie Diablo” though, not at all lol
Add clone wars space jesus
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