Keeping Track of Every Speaker in the Game - Astortion Devlog #25
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- Опубликовано: 10 июн 2024
- In this indie game devlog™, we once again visit the fascinating world of dialogue. This time we're taking a look at how speakers know how and what to say.
=== Support the channel ===
RUclips Memberships:
ruclips.net/user/aarthificial...
Patreon:
/ aarthificial
0:00 Intro
0:29 The problem
1:30 The solution
2:42 Practical example
Unite Austin 2017 - Game Architecture with Scriptable Objects:
• Unite Austin 2017 - Ga...
=== Tools I'm using ===
JetBrains Rider
Unity
Adobe Illustrator, After Effects, Premiere Pro, Audition, Photoshop
=== Music from Epidemic Sounds ===
www.epidemicsound.com/referra...
Luella Gren - There Is Something about the World:
• Luella Gren - There Is... - Игры
The dialogue system is shaping up to be really interesting -- the dynamic conversation with the architect about the crane at the end blew my mind a bit. Reminds me of how magical Hade's dialogue feels, like the characters are always aware of what you're doing and feel "real" inside of repeating the same lines over and over like in other games.
Thanks so much!
Hades has been on my radar for quite some time now. Now I want to play it even more
Its incredible how complicated such a mundane part of the game is. Never expected a dialogue system to be so be complex
@@TeHzoAr as someone who attempted to make a simple dialogue system....
its complex regardless
It's... really not complicated at all. He's just setting a unique tag (in this case a string) on one entity, then setting the same tag on another entity to link them together. Then he triggers dialogues based on what entities are within a radius of the player. The only way I can see that being complicated is if some quirk of Unity gets in the way of writing straightforward code for it - which, to be fair, could very likely be the case.
@@notnullnotvoid I think there's a degree of truth to that. You need to have all code contained within classes, there's no global functions or global variables in C# as far as I'm concerned. I come from a JavaScript background and a lot of things are simpler there. Some things take only a couple lines to implement, while in Unity it may require several scripts to make it work.
The upside to this is code that scales better, I think... You can start simple but since you're using objects and classes for everything, you can always extend your code to do more things without having to restructure everything.
This channel is like software engineering meets game design. I love it! So many tutorials botch the code.
I love the way you visualize code.
It makes all the concepts so much more understandable and interesting.
Keep up the great work! This game is already looking really interesting.
So much value compressed in as much time as needed. Straight to the point, presented in a great and beautiful form! Amazing job!
Thank you so much!!
I’ve been waiting for a dev log forever. The straight facts in the video do not disappoint even though I do not get how unity works a single bit. 👌
This sort of bottom-up approach of building narrative organically through the interactions of a web of growing constraints is really really cool, and when games manage to pull it off, it really feels quite magical. I wonder if you have any thoughts on how to manage and put limits on such a framework to prevent it from getting too confusing to work with, which is something I've worried about when imagining how such a system scales to a full game.
I'm afraid I'll have to learn these limits the hard way.
For now, I operate on the assumption that if they managed to create Firewatch using a similar system then it must scale relatively well
Very cool! I'll be interested to see how difficult it will be to fill up the entire game with dialogue based on all these rules :) These tools definitely seem to make it easier.
Man, the animation Is so expressive Is insane
the animation is shocking considering how little space that they have to work with, the pixel art blows my mind
I always feel like a smart cookie when I use a scriptable object, looking into these runtimes sets might be the next step for me, thanks for showing this off!
No problem and thank you for watching!
I would very much like a video of all the progress so far, the complete devlog so far
I second this idea :)
i third this idea :)
i fourth this idea :)
Really dig the artwork of the game! Awesome work
These are so cool :D I attempted to do dialogue in one of my old python games, and it was just barely usable XD
I was literally just thinking about these videos today.
Thank you for making these, they’re so inspiring and well made.
Thank you too!
Nice devlog! I love how you get into your thought process behind implementing each feature. Definitely buying it when it comes out!
this channel is criminally underrated.
The quality and knowledge in your videos are outstanding, you need tons and tons of subscribers, i feel bad for every game developer that haven't found you yet. I think you are the only channel that curate this much the design of the development process.
Thank you, I really appreciate that!
Very epic!
Love these devlogs. Many other youtubers try to remove the code in order to make it more accessible, but I feel that the details are the most interesting parts!
Awesome!
me: i can't wait to hear all about programming physics and designing levels and all the pixel art magic under the hood
aarthificial: here's 10 updates on how i structure data types for the dialogue system
me: ... ... OMG SO COOL TELL ME MORE PLZ
That's the last video on the dialogue system (un)fortunately
@@aarthificial :(
Damn binged all of your videos now I'm sad that there aren't anymore -- Wonderful job so far keep it up !
Your channel is a gold mine of knowledge
dude!!! i binged watched all of these devlogs today- this shit is INCREDIBLE! you're really breaking traditional boundaries and are creating something that's truly special. Are you doing all of the sound/music yourself as well?
Thanks so much!
I addressed sound/music here: ruclips.net/video/ZmcTeoh_P2s/видео.html at 2:33 and things haven't really changed since then - it's still a bit too early for me to think about music.
You inspire me, I’m absolutely in love with your content, thanks for introducing the design patterns book btw
the video is epic as always, ty for your sharing, your devlogs inspired me alot
God, your channel is such a gem for systems design. ty so much for sharing your progress and explaining it so well
Love seeing the general vibe of astortion, can't wait to be able to jump in. You've got a knack for immersion
Oh man! I want to play this game so badly! Can’t wait to see the finished product!
I'm happy to hear that!
Your videos got me into this art style and game dev
It is impressive how easy is to understand your videos. I know that the systems are a beast under the hood.
Love these videos!
I’ve been watching a lot of your videos today, and I’ve really been liking your stuff. I like the way your game looks, and I also like the way you edit your videos. Looking forward to your next video, good luck with your game
Thanks so much!
You have mastered presenting your information. Both audibly and visually. I don't know of any other channel that handles showing code the way you do. Also, Typewriter looks amazing man! Keep it up!
Thanks so much!
Nice simple solution!
I am suffering (from awesomeness(good game))
I was watching a lot of your videos and I am impressed by the production quality of it.
How do you animate your explanations? Is this a tool you are using or all hand-built in something like Premiere Pro?
My mind is blown.
Is your outro music gonna be used in the game at all?
(Also um, I'd be really interested in working on music for this if/when the time comes)
Unfortunately no. It's music from Epidemic Sound, and I can use it only in my videos.
But I'll be looking for some help with music later on. There's even gonna be a dedicated video about this.
Useful tips as usual
It would be nice to do a more in depth tutorials
I subbed to this guy when hhe had like 1k subs, on an old account that I lost the password to, and just found him again today!
The graphical work you did for this video is sexy af... I'd love to know what background led you to 1. fantastic ui 2. software engineering thinking 3. game design
This is just awesome
Yo this help me make my game thank you
Happy to hear that!
I love your editing! I'm guessing the motion graphics were done in after effects? If so do you make your graphics? They look super clean & nice. Keep it up!
Interesting...
amazing work! how long does it take you to come up and plan all these elements for your game on average?
Thanks so much!
It's hard to say. Designing and programming this whole dialogue system, for example, took me around one month - 4 hours per day.
@@aarthificial
thanks for the quick reply :D
nice. i am working on my own little game engine, but i struggle a lot with the planning phases. i always just want to write code and see what sticks, but then i feel like i waste such a lot of time
Your video animations are amazing, do you mind sharing what editing tools you use?
Thanks! I always add them to the description - it's mostly Illustrator and After Effects.
I love your content! ps. is that font JetBrains mono or something else?
Thanks so much!
Yes, it absolutely is JetBrains Mono
god I wanna beta test this game
This looks like such a cool game! Have you thought about implementing a text scaling system, so you can change the font size in the settings? Us visually impaired folks will seriously thank you for it.
Thanks! Yes, I'm actually planning to change the entire UI because I also have trouble reading the current font.
I want to do something similar to Celeste - the game will be pixelart but the UI will be HD.
This will make it easy to make the font size adjustable. With the current pixelart font I can't really change it's size - it's restricted by the pixel grid.
@@aarthificial Sounds like a very good plan! Happy to hear you're already thinking about it.
Hey man, this is very interesting to me. I have a question not related to the game: what's the tool you use to create the video diagrams (plus animations and transitions between boxes, arrows, and diagrams)?
Thank you!
Thanks!
I make them using illustrator and After Effects
I wonder if you gonna release typewriter into the public or sell it on asset store ?
Yes, it's gonna be released for free on github. Probably in a few months
@@aarthificial WOO LETS GOOOO
Are we gonna be able to play with a controller? I love to play metroidvanias with them idk why
Yes, there's a controller support although I've never said it's a metroidvania
@@aarthificial oh my bad, who knows why I thought that.
I wonder, who is that Lity character?
Anyone feel like the architect would sound like an older Dentist from payday 2?
Clever. But I don't see a point of using a ScrptableObject for that. Writing this in plain C# would make it even more easier to use, as you would not need to drag reference for the RuntimeSet to every Monobehaviour that needs it.
It's a common trend of Unity devs (or maybe just Unity RUclipsr) to praise and use ScriptableObjects for everything. Even if plain C# code could achiev the same thing or even better in many cases. But many of them don't even know what a plain class is, because all they know is MonoBehavior or ScriptableObject, so it's not really surprising
I think your solutions are too clever. What was your previous job? I feel very curious.
Thats cool and all but... Why do your presentation slides look so damn beautiful. Explain yourself!
When will you upload again
This month, actually!
Had to take a break due to graduation but I'm back on track now.
@@aarthificial congrats on graduating!
@@JFK37002 Thanks!
Who's Lity?
Wait a min who tf is lity
Still think the main character runs too fast. Look into it or don't. Just looks janky that's all.
All your "pixels" should be the same size, please please please don't do this small pixels text and large pixel character, it makes your game looks incredibly cheap.
Hey... do you have a discord?