@@Lucky_Duck true i was using unreal full time for 5 years and i just quit using it. Engine is sometimes broken for no reason. I started working on a inhouse engine that is already way better than unreal
Yo this is a lot of progress for 6 months, well done! As a godot dev with 2+ years of experience, this is really impressive! there's just one thing i want to point out, if you want projectile-based weapons in your game, you don't have to sacrifice bullet speed. the reason why the bullet's don't properly collide is because they move a certain amount at the end of each frame. at very high speed, this can lead to the bullet just phasing through objects with colliders. This can be mitigated by using a raycast. what you can do is have a variable in the bullet called prev_pos which holds the position the bullet was last in. in the _ready() function, set prev_pos to be the bullet's global position. then, in process or physics_process, you cast a ray to prev_pos using code and check for collision. if there is any collision, then you move the bullet to the collision point and do any bullet collision logic. there's an inherent flaw with this, which is that if the bullet just went through 3 boxes in one frame, it will go to the box nearest to it, i.e. it won't go to the front of the row of boxes. you can mitigate this further by instead casting a ray from prev_pos to the bullet's global position, which should solve the issue. here's a link to a really good youtube tutorial on projectile-based weapons in godot: ruclips.net/video/Qt3OLcxlIBM/видео.html
This is so cool, It's literally exactly how I began gamedev, always getting sidetracked on making some cool animations or getting more guns in the game. I wish you the best of luck, can't wait to see what else you make
A friend shared this video with me, and now I see why. After a long break from watching gamedev videos on youtube, you may have convinced me to get into the rabbithole again. Beautiful and inspiring, you're very underrated and I can't wait to see what you have in store next :)
Hey bro, here's a neat little trick for weapon thickness. You model a bullet the gun is chambered in. You can easily find blueprints for bullets. You model a mag for it. You then look up images of that mag with at least 2 bullets in it. You see how much the 2nd bullet sticks out underneath the first one, and then do the same thing using top view. Then you scale the mag to the bullets. And then you adjust the body of the weapon to the mag, and the rest of it to the body. Yes this is highly convoluted and annyoing, but it's something you can do to get a half decent result when you don't have real refference or dimensions.
Really good video from a small channel, it'll blow up in the next few months 100%. I'm a game dev too, and I'm trying to pivot my videos to game dev, I have some planned that i'll post soon. Can't wait to see more of your vids!
Wow, this is a really good video; highly underrated! Great editing, great game, I honestly can't wait to see where it goes, best of luck with your adventures man :)
Watching this RUclips video was a turning point in my life, a serendipitous moment that reshaped my perspective and ignited a deep emotional transformation. The way the his words resonated with my own unspoken struggles and dreams was nothing short of miraculous. The journey of overcoming adversity and the poignant storytelling, coupled with stunning visuals and heartfelt music, created an immersive experience that moved me to tears and motivated me to pursue my passions with renewed vigor. It was more than just a video; it was a lifeline, a beacon of hope that continues to illuminate my path forward with beauty and purpose. Thank you, Crucible of Soup.
Good luck on your journey! Just a disclaimer, learning things take too long and sometimes you can feel like you aren't progressing. It feels like hell and this is normal. Just keep away from burnouts! If you feel like overwhelmed; stop it, do some other stuff, get your energy and motivation up and then proceed. Keep the good work! You can research production pipelines and workflows over internet. It will make your life much easier and give you sense that you are working more efficiently/fast. And please don't forget to organize your staff. Even tho people think solo developers don't need it, especially they are the ones who need it most. You can search project management tools and game design documents for that matter. There are plenty of sources. But don't over due anything. You will have chance to come back and rework that features always!
this is probably a really weird comment to read compared to all the others but i just wanna appreciate the lowering bitrate transitions cus they're rlly cool and i've never seen then before
For physical projectiles, I've found it works best to do collision not by checking if both physics objects collide, but to do a small hitscan check in the direction of the projectile (you can also implement bullet drop and ricochet based on the returned normal of the hitscan)... I've been working on an engine for my applications and games and you just motivated me a little more to continue!
ur commitment is insane. i do game development myself and i cant for the life of me carry on making a single project. dont give up bro this looks really good, ur 3d skills are insane too. big props to you.
Yo man, very nice work. I am also going to start my gaming journey yet again within two weeks once the uni is done for, you got me excited for both me and you
Nice work! A tip on 3D physics just in case you want to try having actual bullets again, if you haven't already, consider trying the jolt physics plugin. Very easy to add and then flip the engine over to jolt. It may get the physics based bullets to cooperate if you still have the code.
Hey dude, I'm trying my absolute best on my own godot project and I'm also around the 6 month mark. I was starting to feel a little down about my progress, but it's actually not far off from yours! I really appreciate you uploading as its given me a little more confidence in my self.
I have started learning godot, day 2 right now and i watch brackeys tutorials and i keep forgetting most of the things that i have seen expect the easier ones, but seeing this video tells me that with practise and watching the tutorials few more times, i can actually learn more, and this video motivates me.
I personally have ADHD so not touching a project for 5 weeks is what I could only dream of. I have multiple projects that haven't been touched for 4 years that I've been procrastinating on.
Hey mate, you've done a great job with this! I love how you've added physics to the bullets and different weight barrels. Also great job on the weapon modelling an animations. I've still yet to try to model or animate weapons. I'm making an FPS game. too but in Unreal and it's funny how I stumbled upon some of the same problems you had like the bullets being too small and to quick to actually register a hit and sometimes not do it. I realized I had to switch to ray casting (hit scan) as well. I learned that sometimes the most realistic way is not the best way for making a game. Games require some tricks to make it more fun and enjoyable experience for people and that sometimes means sacrificing some realisticity. Good luck with your project mate.
I have had the same experience, I chose unity and tried to make something similar to karlson but eventually tried car sim, physics engine and map design and now I'm a modder for bonelab and I will be releasing 4 mods this week
This video was great, I was disappointed when i saw it came out a day ago and i couldn't watch a few more straight away. I've been learning blender for almost 2 years, I have unity and unreal installed but haven't launched them yet. I have 2-3 game ideas and i think i just have to pick one and go for it.
5:48 Being a 3D artist this. This is so infuriating. Most of the time when artists are making a gun model they guess the dimensions of something and build from there so its not always accurate.
Your editing is great for such a small channel. I’m an aspiring RUclipsr too, and I want to get on your level editing-wise. What program do you use? How did you learn this high level of editing?
I appreciate the compliment! I use Davinci Resolve, it has a really robust free version. Ive been editing for 5+ years now. Getting better just takes time and the initiative to learn.
barely any games use physics based bullets but they actually use raycasting(hit scanning like you said in your video). they use a bullet trajectory formula to raycast step by step until a raycast hits something. also if the bullet did not hit anything and 5 seconds or more passed since the bullet was shot then the bullet is deleted so the bullet wont keep flying forever and create pointless lag
Fun Fact: 3D models are all rendered as triangles in the GPU and will usually get converted by the game engine either during import or at runtime. A square is just two triangles anyway.
One thing! Godot is open source! so very modular, so you can change the physical engine, it is recommended by the creator! Take the Jolt engine, with the Godot Jolt extension
do you feel as though the accountability of recording and showing off your progress genuinely helps, or does the process of making a video explaining it all get in the way? I'm a dev but motivation is a mystery to me and I'm interested to see if u think it helped - especially after having posted the video and had people look at what you've made!
I think the pros of making a video outweigh the cons just a bit. It can be stressful and take time, but you get accountability, advice, and advertisement from making it
Use any engine you want, they all will work for what you want. unless your game explodes, then at that point you enter a contract. try them all and see what you like the best. I do like godot though :). keep at it brother, loving how the weapons function.
Quads are good for sculpting 3d models, but games render models in tris. So model in quads, then triangulate them w the triangulate modifier before putting them into your game. There are ppl who could explain why really well, but I'm not one of them.
badass, let me know if you need a gun nerd to help you with dimensions, also i recommend giving the sights more detail than the rest of the gun, even if it is a low poly artstyle, clear sights typically make the guns feel a lot better, and its better to skimp out on the actual gun instead of the sights if that makes sense
nreal Engine has a seat-based subscription model for non-game developers that earn more than $1 million in annual gross revenue. The annual subscription costs $1,850 per seat and includes access to Unreal Engine, Twinmotion, and RealityCapture
Soup, there's one question i have with the guns, did you modeled them by parts like the whole model is made of different meshes? Or when creating the rig for the gun you set a vertex group for each part of it?, the reason I ask by the way is because I don't know much about the way people animate weapons =/ , hope you can help me with that question. Also keep it up, youve made awesome progress.
I modeled using different meshes where it made sense (mag, weapon, bullets, etc.). You then make vertex groups for each part using all of the meshes since its technically all the same model. I hope this helps!
please keep making videos about your learning of game development while you are doing it, i loved it, i started this week myself learning game development in godot, even tho im not doing an fps but a 2d pixel platformer first, love to see someones journey and this inspired me to maybe do the same
You often need a license from the gun maker to use actual named guns in games, Hence why finding the info you need on the guns is harder, they usually have the right to alter the models to their specs. You are better off just giving them a name near to the actual name to save the hassle.
Unreal is free until you make $1 million a year with your game, after that they take 5%
thats what iwanted to comment too!
Eh, it’s still nice to have no strings attached
@@Lucky_Duckits nice to make good games
@@Lucky_Duck true i was using unreal full time for 5 years and i just quit using it. Engine is sometimes broken for no reason. I started working on a inhouse engine that is already way better than unreal
Pinning this! I got it wrong lol
not touching a project for 5 weeks then coming back to it is so real
nah by that point its joever for me, once i stop working on a project for more than a few days its usually over for me💀
@@boad8270 yes yes
Yo this is a lot of progress for 6 months, well done!
As a godot dev with 2+ years of experience, this is really impressive! there's just one thing i want to point out, if you want projectile-based weapons in your game, you don't have to sacrifice bullet speed. the reason why the bullet's don't properly collide is because they move a certain amount at the end of each frame. at very high speed, this can lead to the bullet just phasing through objects with colliders. This can be mitigated by using a raycast. what you can do is have a variable in the bullet called prev_pos which holds the position the bullet was last in. in the _ready() function, set prev_pos to be the bullet's global position. then, in process or physics_process, you cast a ray to prev_pos using code and check for collision. if there is any collision, then you move the bullet to the collision point and do any bullet collision logic. there's an inherent flaw with this, which is that if the bullet just went through 3 boxes in one frame, it will go to the box nearest to it, i.e. it won't go to the front of the row of boxes. you can mitigate this further by instead casting a ray from prev_pos to the bullet's global position, which should solve the issue. here's a link to a really good youtube tutorial on projectile-based weapons in godot: ruclips.net/video/Qt3OLcxlIBM/видео.html
How have a link if put a username of link instantly delete
the work you've done here is phenomenal dude, keep it up
Thank you Choof
2:17 for your first gun model, this is incredible
This is so cool, It's literally exactly how I began gamedev, always getting sidetracked on making some cool animations or getting more guns in the game. I wish you the best of luck, can't wait to see what else you make
Hi wishbone ❤️
@@bondocantcook hello epicmango
@@Wishbone_Games YOO THE LEGEND RESPONDED
@@bondocantcook hahaha thank youuu
@@Wishbone_Games i love your part in 6 devs compete for money (i really enjoyed your game)
A friend shared this video with me, and now I see why. After a long break from watching gamedev videos on youtube, you may have convinced me to get into the rabbithole again. Beautiful and inspiring, you're very underrated and I can't wait to see what you have in store next :)
Hey bro, here's a neat little trick for weapon thickness. You model a bullet the gun is chambered in. You can easily find blueprints for bullets. You model a mag for it. You then look up images of that mag with at least 2 bullets in it. You see how much the 2nd bullet sticks out underneath the first one, and then do the same thing using top view. Then you scale the mag to the bullets. And then you adjust the body of the weapon to the mag, and the rest of it to the body.
Yes this is highly convoluted and annyoing, but it's something you can do to get a half decent result when you don't have real refference or dimensions.
Really good video from a small channel, it'll blow up in the next few months 100%. I'm a game dev too, and I'm trying to pivot my videos to game dev, I have some planned that i'll post soon. Can't wait to see more of your vids!
Cannot believe you only have 228 subs. Your videos are so well made, and you spend so much time on the editing. Keep up the good work.
Thank you!
wait what
In 3 weeks you made something better than i could in 3 months
you are hella talented mr random person
Another rare example of a small channel creating amazing high-quality content. Loved this video from start to finish, keep it coming!
this kicked ass; can't wait for game
Wow, this is a really good video; highly underrated! Great editing, great game, I honestly can't wait to see where it goes, best of luck with your adventures man :)
Watching this RUclips video was a turning point in my life, a serendipitous moment that reshaped my perspective and ignited a deep emotional transformation. The way the his words resonated with my own unspoken struggles and dreams was nothing short of miraculous. The journey of overcoming adversity and the poignant storytelling, coupled with stunning visuals and heartfelt music, created an immersive experience that moved me to tears and motivated me to pursue my passions with renewed vigor. It was more than just a video; it was a lifeline, a beacon of hope that continues to illuminate my path forward with beauty and purpose. Thank you, Crucible of Soup.
🥹
@@soupplays it's AI
This literally reminds me of my own game-making journey; gave up though since realized its not my thing, so I'm doing python. :D
Good luck on your journey! Just a disclaimer, learning things take too long and sometimes you can feel like you aren't progressing. It feels like hell and this is normal. Just keep away from burnouts! If you feel like overwhelmed; stop it, do some other stuff, get your energy and motivation up and then proceed. Keep the good work! You can research production pipelines and workflows over internet. It will make your life much easier and give you sense that you are working more efficiently/fast.
And please don't forget to organize your staff. Even tho people think solo developers don't need it, especially they are the ones who need it most. You can search project management tools and game design documents for that matter. There are plenty of sources. But don't over due anything. You will have chance to come back and rework that features always!
Thank you for the kind words! Ill keep this in mind.
I love the editing, its great to see people picking up godot keep it up!
this is probably a really weird comment to read compared to all the others but i just wanna appreciate the lowering bitrate transitions cus they're rlly cool and i've never seen then before
For physical projectiles, I've found it works best to do collision not by checking if both physics objects collide, but to do a small hitscan check in the direction of the projectile (you can also implement bullet drop and ricochet based on the returned normal of the hitscan)... I've been working on an engine for my applications and games and you just motivated me a little more to continue!
ur commitment is insane. i do game development myself and i cant for the life of me carry on making a single project. dont give up bro this looks really good, ur 3d skills are insane too. big props to you.
Wait this was actually a good video. Keep it up man 🤩
Yo man, very nice work. I am also going to start my gaming journey yet again within two weeks once the uni is done for, you got me excited for both me and you
i love your editing style, its very unique, keep it up!
This was really amazing. I think you will for sure make an amazing game, this is just the start!
That was a really cool devlog!
for the last words, earned a new sub
This was really well done. I'm looking forward to seeing your continued progress.
this was such a nostalgia trip for me. I remember being obsessed with making FPS controllers a few years ago. keep it up! :)
This is a crazy ammount of progress in 6 months.
Keep up the good work!
Thanks bro subbed i definitely want to see more of ur progress as i also dive into the world of game dev
Nice video, and good luck for th devellopement of this project.
yo looks good!!
That is so sick bro! Glad to see your progress!
Absolutely killer progress, keep it up
Thank you sir Soup Plays very nice! Slowly gaining the same traction but still a ways to go. Excited to see the progression!
good video bro
"I think they look good for my first try"
Literally shows the most realistic fucking animations possible
suprisingly not too hard to make animation like that
@@Ethantvoffical why tf do my animations gotta suck? 😭
@@kitsunemusicisfiresame😭
@@kitsunemusicisfireyou are just bad at drawing
Lol it's like 5 keyframes
Unreal hasn't cost money since...a LONG time ago. You might owe a fee but you'd have to make a lot of money for it to apply to you.
Nice work!
A tip on 3D physics just in case you want to try having actual bullets again, if you haven't already, consider trying the jolt physics plugin. Very easy to add and then flip the engine over to jolt. It may get the physics based bullets to cooperate if you still have the code.
Dude the gun animations are so good, you got cracked at blender.
Hey dude, I'm trying my absolute best on my own godot project and I'm also around the 6 month mark. I was starting to feel a little down about my progress, but it's actually not far off from yours! I really appreciate you uploading as its given me a little more confidence in my self.
I love that you show the reality of development :D
big ++ from me
I hope there will be more devlogs on this project. Fantastic for a first game! ❤🎉
It's very inspiring and gratifying to see your evolution in game development
Very fun video, thanks so much for sharing with us!
Can’t wait for the follow-up video and see the progress.
I have started learning godot, day 2 right now and i watch brackeys tutorials and i keep forgetting most of the things that i have seen expect the easier ones, but seeing this video tells me that with practise and watching the tutorials few more times, i can actually learn more, and this video motivates me.
Nice work man, It takes some real dedication to work on the same project for so long, so keep it up!
I personally have ADHD so not touching a project for 5 weeks is what I could only dream of.
I have multiple projects that haven't been touched for 4 years that I've been procrastinating on.
NO FUCKING WAY HOW COOL IS THIS
(and im the 100th comment,im the king)
WE WANT MORE VIDEOS!!
Bro. This VIDEO IS CRAZZYYYYYYY
Keep it up big boy
Hey mate, you've done a great job with this! I love how you've added physics to the bullets and different weight barrels. Also great job on the weapon modelling an animations. I've still yet to try to model or animate weapons. I'm making an FPS game. too but in Unreal and it's funny how I stumbled upon some of the same problems you had like the bullets being too small and to quick to actually register a hit and sometimes not do it. I realized I had to switch to ray casting (hit scan) as well. I learned that sometimes the most realistic way is not the best way for making a game. Games require some tricks to make it more fun and enjoyable experience for people and that sometimes means sacrificing some realisticity. Good luck with your project mate.
you should make a police game with this to learn other stuff like building gui and it would be fun to watch it
Well done sir love the video
dude you are underated you should have atleast 50k subs
YOU ARE SO UNDERRATED!
This is damn awsome bro! Keep it up!
The number of times I've needed a button that isnt there is far too high
Hey congrats! Keep at it✊
43 and just starting to make my games. Life does tend to get in the way of living
Dawg keep up the good work
I have had the same experience, I chose unity and tried to make something similar to karlson but eventually tried car sim, physics engine and map design and now I'm a modder for bonelab and I will be releasing 4 mods this week
This video was great, I was disappointed when i saw it came out a day ago and i couldn't watch a few more straight away. I've been learning blender for almost 2 years, I have unity and unreal installed but haven't launched them yet.
I have 2-3 game ideas and i think i just have to pick one and go for it.
5:05 i feel like a special kind of person would stick to the placeholder models and all the normies will do what you did
5:48 Being a 3D artist this. This is so infuriating. Most of the time when artists are making a gun model they guess the dimensions of something and build from there so its not always accurate.
Your editing is great for such a small channel. I’m an aspiring RUclipsr too, and I want to get on your level editing-wise.
What program do you use? How did you learn this high level of editing?
I appreciate the compliment! I use Davinci Resolve, it has a really robust free version. Ive been editing for 5+ years now. Getting better just takes time and the initiative to learn.
@@soupplays cool, I use Davinci as well. I’ve only been going at it for about 6 months now, I guess time is the key. Thank you.
bro your channle is so underated by the way respect im also a godot dev
A great video and a great looking game!
Hi I’m your 1000th subscriber I really like your channel and I think you can be a big RUclipsr on day
Keep up the good work. Glad I stumbled on your channel. Excited to see part two of your dev log
3:30 that had to be the smoothest transition
thanks for the video
7/10, would watch again.
Love this vid hope u blow up
you should make easter egg reloads like when you reload theres a five precent chance that he will not swap the magazine but the gun
barely any games use physics based bullets but they actually use raycasting(hit scanning like you said in your video). they use a bullet trajectory formula to raycast step by step until a raycast hits something. also if the bullet did not hit anything and 5 seconds or more passed since the bullet was shot then the bullet is deleted so the bullet wont keep flying forever and create pointless lag
W editing 🤌
You deserved this sub
PLEASE LIKE TUTORIALS HOW U DO WEEK 1 STUFF
Fun Fact: 3D models are all rendered as triangles in the GPU and will usually get converted by the game engine either during import or at runtime. A square is just two triangles anyway.
One thing!
Godot is open source!
so very modular, so you can change the physical engine, it is recommended by the creator! Take the Jolt engine, with the Godot Jolt extension
do you feel as though the accountability of recording and showing off your progress genuinely helps, or does the process of making a video explaining it all get in the way? I'm a dev but motivation is a mystery to me and I'm interested to see if u think it helped - especially after having posted the video and had people look at what you've made!
I think the pros of making a video outweigh the cons just a bit. It can be stressful and take time, but you get accountability, advice, and advertisement from making it
Unreal costs money? How?
😂majority of youtubers got just clickbait videos,
Dont even bother on that
It costs money on projects that make over a certain amount, like a% after $100,000 or $1m something - I don't know exactly but something like that
looks sick af
I realized that gamedev alone its like hobby
Just make game and get fun in thus process)
“Unity self destructed”😂
Use any engine you want, they all will work for what you want. unless your game explodes, then at that point you enter a contract. try them all and see what you like the best.
I do like godot though :). keep at it brother, loving how the weapons function.
Quads are good for sculpting 3d models, but games render models in tris. So model in quads, then triangulate them w the triangulate modifier before putting them into your game. There are ppl who could explain why really well, but I'm not one of them.
badass, let me know if you need a gun nerd to help you with dimensions, also i recommend giving the sights more detail than the rest of the gun, even if it is a low poly artstyle, clear sights typically make the guns feel a lot better, and its better to skimp out on the actual gun instead of the sights if that makes sense
Wait unreal cost money? I’m using unreal and I didn’t pay for it?
nreal Engine has a seat-based subscription model for non-game developers that earn more than $1 million in annual gross revenue.
The annual subscription costs $1,850 per seat and includes access to Unreal Engine, Twinmotion, and RealityCapture
tldr, it's free with strings attached, basically that's not free
9:30 now redo the game with this art style
You would definitely deserve more subscribers. Is this game available for downloading anywhere?
Not yet, there's still work to do!
great video
Soup, there's one question i have with the guns, did you modeled them by parts like the whole model is made of different meshes? Or when creating the rig for the gun you set a vertex group for each part of it?, the reason I ask by the way is because I don't know much about the way people animate weapons =/ , hope you can help me with that question.
Also keep it up, youve made awesome progress.
I modeled using different meshes where it made sense (mag, weapon, bullets, etc.). You then make vertex groups for each part using all of the meshes since its technically all the same model. I hope this helps!
@@soupplays it does help, thank you bro 🤝 appreciate it.
please keep making videos about your learning of game development while you are doing it, i loved it, i started this week myself learning game development in godot, even tho im not doing an fps but a 2d pixel platformer first, love to see someones journey and this inspired me to maybe do the same
Thank you! Yes more are on the way
You often need a license from the gun maker to use actual named guns in games, Hence why finding the info you need on the guns is harder, they usually have the right to alter the models to their specs. You are better off just giving them a name near to the actual name to save the hassle.
hell yeah
Unreal only cost money if your game makes over 1 million usd or if you own a studio