This one mistake is killing my game

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  • Опубликовано: 31 дек 2024

Комментарии • 554

  • @AIAdev
    @AIAdev  11 месяцев назад +570

    A lot of people have assumed I’m not using version control. Of course I am!
    Before I make any changes, I print out screenshots of my existing scripts. There’s a huge binder on my desk that holds all of them. They’re all organized by file and date so they’re easy to find.

  • @TSHolden
    @TSHolden Год назад +1034

    Fun fact: the floating point error you experienced is the exact reason that there are elevators in Metroid Prime. The devs ran into a bunch of glitchy motion once the player got more than a few thousand meters from the point of origin, so the elevators were a clever way for them to be able to reset the 0,0,0 point without the player being aware of it.

    • @supercrazy7188
      @supercrazy7188 Год назад +23

      That’s really cool

    • @scotmcpherson
      @scotmcpherson Год назад +44

      that's a trick used to change scenes. It's called the bend in the tunnel method.

    • @onlysmiles4949
      @onlysmiles4949 Год назад +25

      It's also a problem the devs of Outer Wilds encountered

    • @aladvs
      @aladvs Год назад

      @@onlysmiles4949Outer Wilds devs solved this by making the player the origin, and the world moves around the player, rather than the player moving around the world.

    • @des4929
      @des4929 Год назад +16

      As someone who is playing through Metroid prime remastered (got it for Christmas) elevators are interesting from a game design perspective because they work well as very small breaks in the action and they also give anticipation of what might come after you exit the elevator

  • @BlacksteelForge
    @BlacksteelForge 11 месяцев назад +490

    For the record: The industry standard is to pick an update version and work on the same version until the project is finished, even if new updates are released. You should only update if there are bugs that are fixed in later versions that you need dealt with, or in the rare case that there's a piece of functionality you really want in a later version.

    • @wchorski
      @wchorski 11 месяцев назад +47

      If working on a team, I 100% agree. If it's a personal project I'd say it's a good idea to upgrade with intention. If you're still deep in development, those updates could help or add new features. If you're months away from release, then yes stay on that same version as you polish the finished product.

    • @mattc9598
      @mattc9598 11 месяцев назад +54

      Not the game dev industry, but I remember when speaking to a pro in the music industry, and we talked about the latest version of one of the industry standards for music and audio creation/design. The update was not free, so I asked him if he thought it was worth it, assuming he had upgarded since he was a pro.
      He told me that he was still on version 3, which was released when I was six years old. The current version? Version 13. 10 whole massive updates over 20 years, and he just didn't get them because "I am working just fine with what I have".

    • @PHeMoX
      @PHeMoX 11 месяцев назад +7

      This is 100% bullshit though. The industry standard is to adapt whatever feature set is based on a future target system, aiming it to be the standard by the time the game releases. The industry standard is _not_ to use outdated systems.

    • @PHeMoX
      @PHeMoX 11 месяцев назад +6

      @@mattc9598 Then he's definitely not a music industry pro, because that industry has skyrocketed in just the last two or so years ago in terms of DAWs and functionalities. Yes maybe he doesn't need access to all those modern plug-ins, but the reality is that some of the bread and butter features have been improved an insane amount. Maybe he only records indie bands that don't require the latest and greatest audio fidelity, but most recording studios don't have the luxury of sticking with 6 year old software. Heck, don't be surprised if there's zero technical support for software that old. On top of that, most software has transitioned to subscription fee models, meaning you will get the latest versions anyway.

    • @mattc9598
      @mattc9598 11 месяцев назад +36

      ​@@PHeMoX and yet hollywood/record labels keep coming to him for audio work. Maybe he's updated since I spoke with him, but he definitely didn't need to keep updating in order to win any awards.​

  • @iamapie13
    @iamapie13 Год назад +98

    I'm studying Video game design in college, the one thing they say is you choose a build for your engine and you don't update it, you stick with it. incompatibilities between versions are mostly
    inevitable

    • @StygianIkazuchi
      @StygianIkazuchi 11 месяцев назад +13

      A good example of why would be Legendary Tales. It's a VR dungeon crawler that decided they wanted to move to UE5... and then realized after updating that a lot of their systems don't work anymore and had to downgrade again, SEVERELY slowing down development and causing many people unaware of the situation to assume the game had been abandoned.

    • @TheGuyWithTheLemon
      @TheGuyWithTheLemon 11 месяцев назад +4

      agree with this, usually update not worth it

    • @w花b
      @w花b 10 месяцев назад +2

      ​@@StygianIkazuchiI can't even imagine someone working in a game studios that has the worst boss they can't go against that is advocating for this kind of update...

    • @slimyasparagus3573
      @slimyasparagus3573 10 месяцев назад +1

      That sounds really cool! Is that a full four year degree? I already did my time in college, but learning game development sounds super interesting to me.

    • @stevemyopinion423
      @stevemyopinion423 9 месяцев назад

      unles you still new into the game i mean a few mouths in and i could see updating it

  • @FlatThumb
    @FlatThumb Год назад +166

    Making games is really hard. Shout out to all the indie devs going through development hell!

    • @greenheart5334
      @greenheart5334 11 месяцев назад

      I spent almost a year making game using libGDX. My thoughts are:
      Making game is not hard. Making Fun and Polished game is.
      LibGDX actually does some stuff better than Unity. Like... more freedom and stuff...
      And finally... Marketing is veery important. Failing at this one makes your game not exist.

    • @Derek-mi4wy
      @Derek-mi4wy 11 месяцев назад +8

      Shout out to all the haters who complain and say "all they had to do was make the game fun"

    • @greenheart5334
      @greenheart5334 11 месяцев назад +4

      @damsen978 you are a bit incorrect. making good game is indeed hard task.

    • @DemiseReturns
      @DemiseReturns 11 месяцев назад

      help

    • @iluk3606
      @iluk3606 11 месяцев назад

      Thanks man, appreciate it a lot :)

  • @Floky
    @Floky Год назад +220

    Petition to call the spell book companion: Scribbly!
    Looking forward to all your inspiring videos AIA! :D

  • @digitalunity
    @digitalunity Год назад +40

    My guy, updating software for development is like loading a shotgun shell into a revolver. Stuff's gonna explode. Never update mid project, this ideology that you need the latest version is what's killing your game, not vis scripting

    • @JasonWelch
      @JasonWelch 6 месяцев назад +1

      yeah.... vscode kept updating C# and .net versions which would end up breaking the unity integration, so I flat out disabled all automatic updates. Nothing more fun than spending 3 hours trying to figure out what the hell changed and fixing it with the 3 hours I of "free time" I had for dev time.

    • @lithiliel9904
      @lithiliel9904 4 месяца назад +1

      And no version control.... Genius

  • @BanditDev
    @BanditDev Год назад +132

    I LOVE MANA VALLEY!

    • @RedHeadphones
      @RedHeadphones Год назад +4

      how'd you comment 9 hours befoe the video was even released?

    • @pixlydev
      @pixlydev Год назад +7

      @@RedHeadphones he is a memeber

  • @hamzahgamedev
    @hamzahgamedev Год назад +35

    As a solo dev myself who is working on an open world game, I can totally relate to these challenges. Once I was also using some weather Asset, updating which completely messed up my scene lighting buuutt your problem completely overshadowed mine 😅😅 All the best with Mana Valley, i am surely getting this on Day 1 ❤️

  • @TheShelfman
    @TheShelfman Год назад +10

    We're backkkk
    I honestly thought of the first person view indoors as well as it kinda seems awkward now, having to look over your own shoulder to see where you should go. Nice progress AIA!

    • @AIAdev
      @AIAdev  Год назад +1

      if Yordi says it, it will be.

    • @TheShelfman
      @TheShelfman Год назад

      @@AIAdev Careful IAI

  • @MaxMakesGames
    @MaxMakesGames Год назад +16

    Awesome progress. I feel like the cutscenes are gonna help for the story a lot !

  • @BobbeDev
    @BobbeDev Год назад +24

    every time AIA mentions an old game I remember he's in his 80's

    • @AIAdev
      @AIAdev  Год назад +10

      I keep getting older faster than everyone else

  • @BanditDev
    @BanditDev Год назад +14

    Love the spell book idea as well as the minor details (shadows, sun rays, and particle effects when casting spells, etc.)! Keep it up we’re rooting for you.

  • @puttiputt2461
    @puttiputt2461 Год назад +6

    Really great work on the game and I love that you show some more of the struggles that are related to code architecture. Great video editing and voice-over too. Your devlogs are super entertaining. I wish you the best of luck with Mana Valley, you got this! 💙

  • @yol_n
    @yol_n 11 месяцев назад +2

    You shouldn't use the latest and greatest "just because". In this video, switching to the newer version forced you to change the visual scripts which was a net gain... *but* what if it was something solid (like actual scripts) that broke? This is why a ton of even AAA devs didn't switch to unreal 5, their enviroments weren't made with Luminen and Nanite in mind and the transition could also break stuff.

  • @penji58
    @penji58 Год назад +2

    Awesome Progress, cant wait to play it

  • @f11bot
    @f11bot 11 месяцев назад +2

    6:13 Here you could keep the color and use a shader that would only change the hue instead of multiplying the texture by color.
    Keeping the whole texture more lively since shadows and highlights vary in hue, this keeps the same dynamic of colors, hope this helps!!

  • @DualWielded
    @DualWielded Год назад +35

    I'd honestly prefer the game turning first person in buildings, even if you manage to create the most advanced indoors-third-person-view system mankind has ever seen. There's just something weirdly cozy about playing in first person when indoors, and Mana Valley feels like a game that can benefit from embracing that coziness

    • @parknich081
      @parknich081 11 месяцев назад +1

      Agreed

    • @Greatcelestialkaligo
      @Greatcelestialkaligo 11 месяцев назад +2

      Your a dev right? Your the good one for the 100 devs video right? Hope we can get those hand back to their former glory.

    • @HammerHeadGameStudio
      @HammerHeadGameStudio 7 месяцев назад

      @dualwielded @aiadev you guys should definitely collab. Two of my faves from the game dev challenges.

  • @lx2222x
    @lx2222x Год назад +25

    Your landscapes look better than every single game Gamefreak makes

  • @KDSBestGameDev
    @KDSBestGameDev 11 месяцев назад +2

    Usually a game project doesn't update anything.
    Only if you need the security patch or you have a bug and the patch fixes that bug otherwise you don't update.
    If you are early in the development cycle you can update, but an update results in testing everything from scratch again.

  • @AnthonyMaddenVRStudio
    @AnthonyMaddenVRStudio Год назад +13

    I rather program manually than use visual scripting. Also you shouldn't update anything in unity mid development, unless you completely backup the project. Been a unity dev since Unity 2.5

    • @AIAdev
      @AIAdev  11 месяцев назад +2

      I’m with you

    • @mattc9598
      @mattc9598 11 месяцев назад +1

      I think that is part of the reason he said "i don't think anybody knows" about Unity visual scripting
      Unity encourages coding over visual scripting. The majority of people who actually want visual scripting over code are using Unreal. The ones using Unity never seem to need visual scripting, as they are doing their work via code

    • @AnthonyMaddenVRStudio
      @AnthonyMaddenVRStudio 11 месяцев назад

      @@mattc9598 I can see that but I made another point besides hand coding. I stated backing up your project before any update. Unity also warns about this all the time. This is mostly due to things breaking bc of the updates.

    • @mattc9598
      @mattc9598 11 месяцев назад +1

      @@AnthonyMaddenVRStudio Yes, at the very least devs should save a copy of their project every single time they close the program.

    • @PHeMoX
      @PHeMoX 11 месяцев назад +3

      @@mattc9598 "Unity encourages coding over visual scripting. The majority of people who actually want visual scripting over code are using Unreal. The ones using Unity never seem to need visual scripting, as they are doing their work via code"
      This is such nonsense. The majority of unity devs rely heavily on asset packs and coding done by others. Nothing about Unity encourages people to 'learn to code', which is why there is such a massive backlash about people wanting to switch engines after the whole Unity 'self-destruct' thing, but feeling they 'can't'... People also really seem to hate the concept of visual scripting, without understanding how it has become a legit way of creating games years ago. Yes, in my personal opinion it will never replace coding by hand, but that doesn't mean it's trash.

  • @supernovero
    @supernovero 6 месяцев назад

    Just wanna say (and i know its been a few months now) I've been wanting to start game dev for a few years now! Even though it ended up costing some extra work and time, I'm happy and jealous that you're getting to put your ideas into reality! Castles in the sand and all that; I'm excited to play this when its ready, and I'll be taking some motivation to put my own work and ideas into reality too!!

  • @k0cc425
    @k0cc425 Год назад +5

    As far as artistic color grading of shadows and highlights go - you could write a fairly simple shader that shades the darker/lighter parts of a texture map a different color - or even just use a LUT for which parts get which colour - then you have a bit more control over what's "shadow" and what's "highlight" - but in reality, in a game with this artstyle, it's probably going to be fine going the extra mile here!

  • @gamecreator
    @gamecreator Год назад +20

    Sorry for the breaking changes! 💔 We pinky promise we won’t make such drastic changes again. We’re incredibly glad the project goes on! Best of luck!

  • @ashisharky
    @ashisharky 11 месяцев назад

    2:57 this is why we use subgraphs you can share between objects. Once you get a certain action loop finished you can copy paste that to other objects.

  • @IspyrGameDev
    @IspyrGameDev 8 месяцев назад

    NIce devlog! Subbed! I started with the plugin in question (GC1) but switched to Playmaker and made quadruple the progress in my game, just a couple annoying bugs to squash and I can successfully release it. Can't believe how much came in the box with no game breaking updates :) That said Marti is an incredible guy and amazingly smart, and I will definitely go back to GC2 at some point.

  • @GopherDevMain
    @GopherDevMain Год назад +10

    For your hair highlight problem, couldn't you technically use another black and white texture for where the highlights are, and then multiplying that by some value to do hue adjustment? So the final color would be what you have right now with shifted hue where the highlights/shadows are? Not sure if it can be done with just material properties, but could definitely be done with a simple shader

    • @sigilbaram
      @sigilbaram 11 месяцев назад +2

      Just hue shifting by a fixed amount from a color picker output might not have consistently pleasing results. Putting the hair color through a color map would be a similar idea, while allowing the output to be tweaked on a per color basis.
      Alternatively they could use the new dynamic hair color system internally while still having the available options for the player be presets. Each preset could then have associated shadow and highlight colors. That would bring back the artistic vision of the old system while keeping the streamlined dev pipeline.

  • @rarebeeph1783
    @rarebeeph1783 11 месяцев назад

    6:16 you can still have hue shift on highlights and shadows if you map the black-white spectrum to a curve in color space, effectively just specifying a several-color palette instead of a single material color. now, i'm a math nerd and not a game dev, so i don't know how to do that or what the technique is called. but that sort of thing might be what you're looking for

  • @GilbertDevs
    @GilbertDevs 11 месяцев назад +1

    It’s been so long since a good RUclips devlog has come out. Glad to see it 😍

  • @Pixelith
    @Pixelith 11 месяцев назад

    At 6:18 I sighed relief as I was panicking for you at all the materials for hair. I did the same thing before and quickly found out how opposite of fun this approach is.

  • @theyolkstar3575
    @theyolkstar3575 11 месяцев назад

    Yay another aia video :D. Glad I got to see it before my deployment :)

    • @AIAdev
      @AIAdev  11 месяцев назад

      Be safe buddy

  • @kierentm3858
    @kierentm3858 Год назад +2

    I think you don't neccesserily need to give up control on hair colour tinting, you can set up your material to take a few mask textures to use as a lerp which will get their own colour tint, lets you get closer to how things might have looked originally without all the extra materials, additionally you could use this to customise in even more interesting ways like changing roots, highlights etc seperately from the base tint.

  • @bobsteven2363
    @bobsteven2363 11 месяцев назад

    6:28 Im not sure about unity but I do know In many engines, you can have 1 texture map where shadows and highlights are all on their own rgb channel. Then from there you can set up a node system where you take the shadow and highlight and assign them different colors. Then you apply both onto the players custom color with different blending options. That way you can have all hair colors have more colorful shading that isnt washed out. You could also just let players pick shadow, highlight, and base color.

  • @OtherE0021
    @OtherE0021 10 месяцев назад

    Your channel is inspirational to me! Your videos feel so professional, keep it up!

  • @illegalcoding
    @illegalcoding 11 месяцев назад

    The song at 0:36 is "Some Assembly Required" from the Portal 2 soundtrack for anyone wondering

  • @fudgemerchant
    @fudgemerchant 11 месяцев назад

    Man this looks so dang good. I know I mentioned it before but it still gives me slight FLYFF vibes and it makes me happy to see that you're not letting that update ruin it for you! GONNA KEEP SUPPORTIN AS LONG AS YOU KEEP MAKIN IT BUDDY! This is why you're my favorite Mushroom Spaghetti Soup!

  • @littledreamergames
    @littledreamergames 10 месяцев назад

    If you don't mind the shader referencing two textures, the second texture can also be greyscale and added to the first. Basically image based lighting (IBL).
    Edit: or you could still just use one texture and store the base greyscale image in Red, and the IBL in Green. But if you want to choose between different highlights, keep it as a separate textures but set the texture type to single channel R.

  • @SnowyLeopardFrom1997
    @SnowyLeopardFrom1997 Год назад +1

    I feel your pain fam... Unity did me dirty as well recently
    I was writing a complex algorithm that had a low chance of success, and after 3 days of continuous debugging, I shut the software down, open it back up, and miraculously, it works without changing anything
    I ask around, and that's when I got introduced to lock states (you keep saving your file, but Unity low key didn't save it... So your code never ran through because of a buggy software)
    And don't get me started on the great system transition... I went from something that works to completely destroying my game, and I'm still trying to fix it for the better

  • @RodneySanders
    @RodneySanders Год назад +1

    There is an asset on the Unity store that can help with your World's origin issue. It actually moves the origin with or... or maybe it moves it ahead. I don't remember the details. But I remember it standing out from a Code Monkey game asset video.

  • @GingerRazz623
    @GingerRazz623 11 месяцев назад

    I like the middle ground for hair between the way you had it and the way it is now. You can do a grey scale map to apply your colors to and then set up a primary color and a highlight color section that each have a color wheel and allow for more player customization to make it more artistically pop compared to a single color application. It also lets people do wild things like black hair with purple highlights or blonde hair with green highlights.

  • @NoProGaming
    @NoProGaming 11 месяцев назад

    Just commenting to share my own experience with floating point errors:
    While creating a tile-based overworld for a project, I felt the need to make it somewhat automated (all I'd have to do was place tiles in the editor and every tile would automatically know its neighbours and where movement was possible). Somewhere along implementing this, I felt the need to attribute new names to my game objects... To include their X, Z positions. I would then use the game object names to help nodes know if they had neighbours or not but I would get some very interesting results, such as a game object pointing to the same neighbour twice, when it intended to point to two different ones. This was due to a slight 0.000000001 or so difference in value (which is normal for floating point values to have when being stored in memory) which would cause incorrect rounding. I had to offset the entire overworld by 0.5 to avoid affecting the whole part of the number, while also running two rounding operations to make sure values were being saved/read appropriately throughout my different logical implementations. It's just one of those things where it *seems* like it should work without any issues, logically, but then computer architecture decides to slap you across the face.

  • @Schmingus1
    @Schmingus1 Год назад

    Guys if you flip AIA's name upside down, turn it 360 degrees to the left, scale it up by 60%, flip upside down again, scale it down by 60%, flip it to the right twice and then try to read it, it will still after all that say AIA. Mindblowing stuff.

  • @AkariEnderwolf
    @AkariEnderwolf 10 месяцев назад

    seeing some of the customization I kinda hope that if you have a ponytail hairstyle, it doesn't disappear when wearing a hat, I have my hair in a ponytail all the time, and my hair doesn't just disappear when I put a hat on. It's a pet peeve I have with a lot of games with character customization where they just make ponytails disappear rather than having a hat version of the ponytail.

  • @HyenaBlank
    @HyenaBlank 10 месяцев назад

    With the hair thing, you could add like an additional detail layer in the shader itself to slow in a overlaying texture that gives you more control over the highlights

  • @mayanwiner
    @mayanwiner 7 месяцев назад

    To me AIA is content creating game dev god. The fact that you keep working on the same game is beyond my understanding. I need to change project every few days or I would lose my mind.

  • @dj_cam
    @dj_cam 11 месяцев назад

    First time, working on something myself and your overview is insightful thanks so much!

  • @StCost
    @StCost Год назад

    To fix floating error world I track when player goes 5km away from center - then every root object in scene is moved 5km opposite direction back to center, making player and camera in world center again
    Works smoothly, as long as you keep in mind how it will break your other systems. Makes stuff much more challenging. Yet for player it looks seamless
    Any rigidobody and camera should be max 10km from center. That would prevent game from physics or rendering bugs

  • @PDR_Dini
    @PDR_Dini 11 месяцев назад

    For the textures, you can split the rgba channels into base color, highlights, shadows and detail, than you make the collor pallets and asign each color to each channel, it's actually quite simple to implement

  • @Vode1234
    @Vode1234 10 месяцев назад

    @AIAdev 6:00 Why not just have your highlights as a separate texture layered over the top in the final shader?
    Or you could save a gradient of colors and apply it as a gradient map in unity.

  • @pietrobertipaglia7020
    @pietrobertipaglia7020 11 месяцев назад

    1:59 that Nerd hitted so hard
    anyway u gained a new sub today, also i think that u are realy crazy to still use unity after what happened

  • @am_9944
    @am_9944 11 месяцев назад

    honestly im glad to hear you are not canceling i want ot try it out its been sitting in my wish list for a good while now... i hope it will come out soon at least a beta or something.

  • @bobross9370
    @bobross9370 11 месяцев назад +1

    It's generally not common to update your engine every time a new version comes out, games generally stick to a specific version to prevent this kind of stuff, unless the game specifically needs engine changes for specific features, other than that you're just hurting yourself, your iPhone analogy is completely wrong. Of course it's probably better if you refactor your visual scripts into C# classes, but there is no need to update the engine at all. You'll either end up with depracated packages, or a bunch of depracated libraries and functions that need to be changed, it's not worth it at all.

  • @NihongoWakannai
    @NihongoWakannai 11 месяцев назад

    When indoors for a tight area, it might make sense to just have the camera stick to a static position in that room and then just look at the player. At least for non-combat situations. Helps it feel less claustrophobic

  • @the-one-and-only-squeeze
    @the-one-and-only-squeeze 9 месяцев назад

    The book and the cat from earlier would both make for fun familiars - maybe the player can have one active familiar at a time, swapping between them for different passive buffs or combat styles? If that ends up working out, you'll definitely have to add a crow/raven as well

  • @Readous
    @Readous 11 месяцев назад

    10:17 This reminds me of the sonic games on sega genisis. If you plugged in a second controller you could take control of Tails, who usually just follows Sonic, but if you took control the screen still only followed sonic and tails could end up off screen if you didn't follow

  • @JonasMostert
    @JonasMostert 11 месяцев назад

    I hope you could fix it and are going on strong with the indie deving! I have great respect for you.
    One thing you should consider: When you start a serious endevour into making a game (or any software) stick with one LTS (Long Term Support) version of your tools throughout the whole process. Don't update unless absolutely necessary!

  • @Tobiky
    @Tobiky 11 месяцев назад

    I respect the "killing my game" instead of "killing your game", cool vid

  • @zeedon
    @zeedon 10 месяцев назад

    I think having the book toggle-able could be good. You can have it follow you if you want, and put it away if it’s bothering you. Maybe even with an active or passive effect when it’s out.

  • @BushMan-js8jw
    @BushMan-js8jw Год назад +3

    Him: casually changes to fix a game by looking through the universe of code
    Me: *error*

  • @marscaleb
    @marscaleb 10 месяцев назад

    As soon as you said you moved the starting point way far away I knew you were about to have problems with floating point values.
    I didn't expect the problems to look really cool; that surprised me.

  • @spimortdev
    @spimortdev Год назад +1

    Awesome devlog, thanks for sharing your journey 🙂

  • @lets_dev
    @lets_dev Год назад +1

    Amazing video, keep up the progress!

  • @PuppetDev
    @PuppetDev Год назад +1

    Always backup your projects before upgrading, especially if you have a big scene and are using a ton of assets that do stuff under the hood for you!
    Hopefully there wasn't too much code that broke. But I'm sure you can recreate it much easier and faster than your first time.

  • @Manavine
    @Manavine 11 месяцев назад

    you know, at 2:00, I was expecting you saying you ended up in the hospital from overwork considering you mentioned soaring through the skies while rude buster was blaring.

  • @Maksim3l-the-storyteller
    @Maksim3l-the-storyteller 11 месяцев назад

    If you wanted to, you can make multiple masks for the dark, light and medium tones and have the player shift only the middle one, and have the dark and light tones shift of of the middle tone to reflect coldness/ warmness of the environment? or just set it to shift an x amount so that for example if middle is orange, the dark one shifts a little towards red and darkens and the light one shifts a little towards yellow and lightens?

  • @TegridyMadeGames
    @TegridyMadeGames Год назад

    I had to replace ES3 because it would randomly not spawn an item in the players inventory that they should have...

  • @alexanderkartashov8776
    @alexanderkartashov8776 10 месяцев назад

    idk about other engines, but with Unreal it's a common thing to use Visual script for high level design and prototyping, but most important and heavy calculation stuff with classic code as it performs better.

  • @celesteartley905
    @celesteartley905 11 месяцев назад +1

    First things first, you can't just throw Jet Force Gemni out as a game you played as a kid and I don't have to comment. Secondly, yes... levling the book and having a companion is always a fun mechanic to have in games, DO IT YOU WONT!

  • @scotmcpherson
    @scotmcpherson Год назад +1

    You NEVER upgrade in the middle of a production project....once you get say 10% into your project (I am making that number up), you lock your tech stack and ONLY add or update because you NEED a feature or to solve a serious flaw.

  • @Ashbobah07
    @Ashbobah07 Год назад +9

    NEVER GIVE UP, NEVER BACK DOWN!!! 💪🏻 Thank you for all the time spent on making MV controller friendly 😅

  • @pkmnjourney
    @pkmnjourney 11 месяцев назад

    Fun fact: the floating point error problem is one that plagues many open world space exploration games. One way they solve this is by not moving the player at all. They do this by keeping the player at (0,0,0) and moving the world around the player.

  • @miata646
    @miata646 11 месяцев назад

    My brother I understand your iphone analogy, but I regret to say that its never the case in the creative field. I myself make music on an outdated version of ableton but would never even humor the thought of updating because of the fact that my UI is customized to the point where my workflow is efficient and I know where everything I need is. Like others have said in the comments updating while actively working on a project is a death sentence in most cases. Im thankful you had the resilience to work through the update sabotaging you! So excited to see how Mana Valley turns out!❤

  • @sleepyslipper9208
    @sleepyslipper9208 11 месяцев назад

    I have no game dev experience but it kinda sounds like you want the book to function somewhat like Grimoire Weiss from Nier. He’s basically a sentient spell book who floats by the player character while being used as a weapon who uses its magic to supplement the main players combat. This role is also taken up by the pods in nier automata. Look up some gameplay if you’d like to see how they function. I hope it helps!

  • @GingerNingerish
    @GingerNingerish Год назад +1

    Babe, wake up the new Mana Valley devlog just dro....
    Oh boy that's depressing haha. But great work getting everything back on track at least.

  • @anwaraisling
    @anwaraisling 11 месяцев назад

    With respect to your colorizing your texture maps, have you considered using masks to obtain more control over your shading? You could colorize your base layer as you are doing now, and then apply a colorized mask layer on top of that which only affects the parts you want shaded.

  • @EvilKimau
    @EvilKimau 11 месяцев назад

    Most pro game studios lock the engine version the moment you move from pre -> full production for these exact reasons.
    This is a big issue with using something like Unity which you can't patch or fix yourself which forces you to update if console submission bug or similiar blocks you.

  • @immitatedone1511
    @immitatedone1511 11 месяцев назад

    Looks great. Hope one day I will be able to do something similar. Right now I am working on my first game and I am really happy with the progress.... but still a million miles away from something like this. Gj for solo dev.

  • @MysticArchmage
    @MysticArchmage 11 месяцев назад +1

    Only 1 min into the video but.. 1) Version control and 2)Daily backups. This should be common knowledge at this point.

  • @mardelmarcano
    @mardelmarcano Год назад +2

    Im so glad i found your channel. Your passion and desire to make your game is contagious.
    I find it funny that i heard my name cus its Mardy. I was like huh? What did I do? It was Marti but it sounds similar.
    Look forward to your progress and hope to be able to ask questions to you in the future about game development.

  • @robkiller205
    @robkiller205 11 месяцев назад

    Generally studios avoid updating the engine to avoid issues like this. You only update if you know there's something in it that you'll use, not just because it's the latest and greatest; so I think the iPhone metaphor is inappropriate. That aside, the game is looking good and I'm glad you're learning a lot through making it.

  • @Primu
    @Primu 11 месяцев назад

    You should get in the habit of doing version control (or at least create backups) so you can revert significant changes caused by Unity updates, and only update Unity if the new version has a feature you really need.
    A simple workaround for saving game objects is to create a serializable class which holds the non-static properties of a type of gameobject you want to save and then use that as an intermediary when saving/loading instances of your game objects.
    For hair colour, make use of a normal map for highlights/shadows, or alternatively keep a default coloured diffuse texture & adjust hue to change colour. These 2 methods are how most mmo's do character creation with varying colours.
    For interior camera, you could look into a solution which does not collide with walls but instead makes them translucent (or hidden entirely) while intersecting with the camera.

  • @theophile4043
    @theophile4043 2 месяца назад

    The Hair colors solution is pretty cool, thank you

  • @Pontos420
    @Pontos420 Год назад

    Good Job, please keep it up. Dont give up I want to play this game.

  • @InfinityBladeRecollection
    @InfinityBladeRecollection 11 месяцев назад

    Awesome devlog! One of the most entertaining and easy to understand dev logs I’ve seen! Subbed 👍

  • @RafaMartinelli
    @RafaMartinelli 11 месяцев назад

    Congrats for not giving up!

  • @byronmorley2907
    @byronmorley2907 11 месяцев назад

    Your development method and approach hurts my soul, but your video was charming enough to keep me interested in your "Villian" arc and see if it pays off

  • @caden8560
    @caden8560 10 месяцев назад +1

    I love your video been a big fan for a while, I’m in high school and for one of my projects is to get an interview with someone that’s doing the same job which is a game dev, if you don’t mind I would love to have a interview with you if not that’s ok. Love your videos

    • @AIAdev
      @AIAdev  10 месяцев назад

      Hey Caden,
      Thanks for thinking of me. What I do is a bit bizarre as a game dev career. I'm not sure I'd be the best person to talk to in that regard.
      If you need help finding someone else, join my discord and LMK. I have some other YT game dev friends that also work in the field.
      Best,
      AIA

    • @caden8560
      @caden8560 10 месяцев назад

      @@AIAdevOk, thank you for replying. Love you video keep up the good work ❤.

  • @ADevAura
    @ADevAura 11 месяцев назад

    Fine Works! also if you don't know, cinemachine has collision detection and smooth camera switch itself!

    • @AIAdev
      @AIAdev  11 месяцев назад

      The 3rd person had collision detection but not the orbit camera 🥲

    • @ADevAura
      @ADevAura 11 месяцев назад

      oh.. I don't know about orbit camera but I was talking about 11:51, transitioning(I didn't have it's name in mind so i said camera switch lol)! I'm pretty sure you can do it with State-Driven Camera in cinemachine! (in case you don't know).
      @@AIAdev

  • @Rhyspectable
    @Rhyspectable 10 месяцев назад

    Fun idea: Make a weird purple realm with very dangerous monsters and beasts. But In this realm the books shakes like when it was glitching.

  • @Sebal007
    @Sebal007 11 месяцев назад

    Seen that you've used lots of string literals in your customizationcode multiple times, like 'Hair_' and so on. Don't do that. Define a const literal once and use it everywhere you need it. Otherwhise changing things will be annoying or you'll find out that something isn't working just to notice an hour later that you made a typo somewhere.

  • @phigolden2706
    @phigolden2706 11 месяцев назад

    I would add the book as a companion, but can be put away, With custom options, just with this feature alone you can have a lot of Easter eggs with UX.

  • @4aqha250
    @4aqha250 11 месяцев назад

    If there is multiplayer in the game it would make more sense to display spell book next to the character and for the actual client make UI book
    This way players can see if one or another is busy using spell book

  • @RobLang
    @RobLang 10 месяцев назад

    How did I miss this one?! The float issue is going to nail me at some point, I need a reset to origin thing. Thanks for the tip - I'll add that into my backlog. Love your your videos AI, A.

  • @fatbrittalking5578
    @fatbrittalking5578 11 месяцев назад

    hi AIA. first of all I really admire you for how much hard work you’re putting into your game and I know that game design is extremely difficult and hard work. Have you ever thought about adding a Minecraft narrator style ui reader in your game as a toggle-able option? This would make it easier for people who struggle to read certain fonts/font sizes to play the game. and also be fairly useful to new players. For example, they could toggle it on until they use to the control scheme and use it first and then toggle it off once they’re more familiar with it. I realise that this might be extremely difficult if not impossible, but I have dreamt of more games adopting this aspect to be more inclusive and you don’t know if you don’t ask. I realise they are several downsides to this as well though for example, having the text speech program stutter if someone changes options to quick as that happens a lot in Minecraft too.

  • @Achivus
    @Achivus 10 месяцев назад

    1:35 your words GIVE ME POWER, I DON'T WANT TO BECOME A STATISTIC EITHER

  • @Bluhbear
    @Bluhbear Год назад

    Can we talk about the working reflection on that mirror. I'm so used to games just not doing that, even big ones.

  • @ocks_dev_vlogs
    @ocks_dev_vlogs Год назад +1

    Me when I heard about the destruction of the game files: does my homie not use version control?

  • @rondale5475
    @rondale5475 5 месяцев назад

    Just stumbled on your channel while trying to fall asleep and now I can't im hooked this only my 2nd vid in

  • @theshadowunity8260
    @theshadowunity8260 11 месяцев назад

    4:20 Well I am already subscribed so I'll just press the like button for the algorithm

  • @Tinyflower1
    @Tinyflower1 11 месяцев назад

    0:50 in development no, version control is important af and ANY update can break stuff, you stick to your stable release until your game is done.