Procedural weapons + Damage! [Prismatica DevLog #13.5]
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- Опубликовано: 13 май 2022
- The first 1,000 people to use the link or my code "prismaticadev" get a 1 month free trial of Skillshare: skl.sh/prismaticadev10222
In today's DevLog we have a look at how the weapons in Prismatica are constructed and how damage is dealt to the limb of characters. I wanted the weapon variation to be meaningful and consistent as opposed to entirely random, where the stats don't match the look and feel of the weapons. The health and limbs system is also completely modular and easy to configure which will add a lot of strategy to the combat of the game.
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Discord: / discord
RUclips: / prismaticadev
Twitch: / prismaticadev
Patreon: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
The first 1,000 people to use the link or my code "prismaticadev" get a 1 month free trial of Skillshare: skl.sh/prismaticadev05221
Do your tutorials work in UE5, and have you considered switching to the newer engine?
@@noah3628 They should all work in UE5, since UE5 is exactly the same as UE4 just with extra features. I'm currently using UE5 myself :)
I want your playlist of your runescape ost, they seem to be well selected
the amount of thought and the quality of the execution that goes into this game is just jaw dropping
The amount of thought and the quality of the execution that goes into any good game is just jaw dropping
It's been said a ton of times over the months and years, but seriously the best UE content on RUclips, and looking forward to playing Prismatica. The extreme physicality of everything looks like a ton of fun. Hope you add access to some silly stuff, like the giant bow or really high physics impulses. The sandbox-type gameplay potential is so big.
Haha there will definitely be some silly stuff! And I'm purposefully trying to make everything as systemic as possible to allow for some weird emergent gameplay :)
Can I just say as a fellow indie dev! U guys are amazing. Every video I watch makes me go back and rethink the way we are approaching things. My goodness this has been super helpful.
This games gonna be lit, good job!
Each time this dev log comes out I am more and more hyped for this absolute masterpiece of a game!
Just came back to your channel after a while and wow. This looks gorgeous! Can't wait to play it
Yes! Schmeebly deebly! I wasn't even that interested in this one's topic, but I just find the presentation and humor so entertaining. Really rooting for your game.
Haha thanks Daniel!
Thank you for listing all the programs and equipment you use in the description. Super helpful! Great video!
Ngl this amount of nuance existing in real time combat seems like it could fall into the realm of "players don't notice and don't care" but it is absolutely fascinating as a concept and I love seeing it develop
Hahaha you're exactly right, but it's something I've always been interested in and I'll be taking a lot of time to make sure the aiming system is as perfect as it can be :)
@@PrismaticaDev I think the weapons effectiveness at different spacings is where these mechanics will shine the most, even if players don't know exactly what goes on I think it'll be easy to tell what weapons are effective at what range. That alone justifies the nuance imo!
Bro, I just found you, and I absolutely love the art style and weapon mechanics. I think I'm going to wishlist on steam when you do that and I am subbing right now lol
You could also have training dummies around the world / certain cities which when you inspect have different Armor types to let people practice and try to understand the system
Absolutely! I think introducing things slowly as they become relevant is the key
Can't wait for you to drop this game! Super fresh, and completely unique. Inspired by your work man!
I really enjoy the videos and the work you put out. I only wish to one day be as well versed in unreal as you. You set the bar high my friend. Cheers mate!
This is incredible!
Very good DevLog and info about how to do tings.
Your game is looking great. Can't wait to play it
I’m going to make a wild guess here, and say when the game releases the best tutorials you will ever find are these dev logs.
Just stumbled upon your channel. Very inspiring videos and game. Excited to continue see your progress. I'm getting into indie game development as well.
Do you have any recommendations for the best study path? I'm attempting to learn it all from 3D to code. From your experience would you learn blueprints first, or dive right into C++?
Would love to know your take!
Daddy unreal is back
Gotta activate your Windows man! haha
Anyhow, always good to see your progress! Will be cool to hopefully see a bunch more gameplay next vid.
Jesus Christ. Man is a genius.
cool, very interesting, good job
I'd love to have a tutorial for how you implemented this Charlie
BABE WAKE UP PRISMATICDEV JUST POSTED
ive been meaning to ask but is all the music in these videos from runescape? or have you made it yourself? either way it fits the mood really well
Your nodes are beautiful.
A clean layout is the key to not getting confused when you come and look back at it a month later haha
Hey Charlie, some of the ways you've tackled problems and found really innovative solutions is amazing to see. I do have some questions around things like balancing. You want to reward skillful play which is fine, but you probably don't want less able players to get frustrated early on and quit your game. I'm not sure, with such a complex system of damage and weapons, you'll simply be able to tune numbers and call it a day for different difficulties.
Have you considered a normalised damage mode so body/limbs share a damage pool, and maybe the head takes more damage? You could use that as an easier game mode, with your 'extreme accurate targeting' mode being something more challenging.
I'm also wondering how, as you mentioned you are reworking this into a more roguelite style, you'll handle progression? Those types of games tend to provide exponential power gains to deal with the ever increasing difficulty/quantity of enemies and I'm struggling to work out how swords, spears etc will fit into that.
Finally, I would reconsider presenting the benefits of using a specific piece of armour only via text. There is a reason games tend to have numerical based stats - it's a lot easier to read what a stat provides in a tutorial, then decide if you want an extra 10 of that over 10 of something another piece provides, rather than going purely off text.
Heya Edward! Thanks for all the feedback.
- There won't be any difficulty scaling/difficulty modes. Lesser-skilled players will still be able to overcome challenges by exploring and finding better equipment/levelling their character's stats.
- As for the targeting; it's a core mechanic of the game and changing it would undermine a lot of the balance and fun, and possibly make the game more difficult. There is already a "normalized" health pool which all the limbs contribute to, so if you just keep whacking your opponents they will fall eventually. Players can also opt to using blunt weapons which will still deal a lot of impact damage through amour, at the cost of being slower, less accurate and more costly to parry with.
- The games format is still being designed, but it won't be less about defeating hordes upon hordes of enemies singlehandedly. The player might encounter allies, unique weapons and thrown items that will help them deal with multiple enemies. They'll also be able to utilise ranged weapons to eliminate some enemies before they get too close.
- Lastly, I think that displaying raw numbers for a system this complex will lead to choice paralysis and too much confusion. One of the core concepts I'm playing with is horizontal progression where one piece of gear isn't necessarily better or worse than another, just different. A heavy breastplate might be completely impenetrable but at the cost of encumbering the player, making them use more stamina for each action, making them less accurate and reducing their action speed. I might have some visual info in the form of a star-rating system for their overall stats, but it could lead to more confusion. For example, a player shouldn't be confused when they find a new chainmail that is "better" than their old cuirass but the chainmail doesn't stop arrows and piercing weapons. So it would be a matter of knowing what stats to display and what not to display.
Once again, thanks for the comment! Was good to think about this all again haha
This game has more detail than AAA games.
Is Prismatica your first Unreal Project? Or have you messed around with UE before? Because in your first devlog you sounded like you knew a decent amount about how to use blueprints
@PrismaticaDev Hey dude sorry to bring up old stuff, but I was wondering. How did you make the sword animations poke at where your mouse is pointing? That's pretty cool
Hey hey! I use a pretty simple bone rotation for the torso in animgraph calculated by getting the "look at rotation" from the character to the mouse
Then you just need to make sure ALL your animations are made to hit at the same spot... :P
@@PrismaticaDev aw ok that's awesome.
May I ask, how do you texture your assets? They all seem to have a certain type of shading and scratchiness to them that I really like. For example, I would really like to know how to texture your rocks, because I am trying to go for something not too realistic, but not just a blob. Is it a setting that you have changed? I would really like some help.
Heya Bee! I use photorealistic normal maps but no BaseColour textures. The shading comes from my cel shader which I have a video about :)
@@PrismaticaDev Thanks so much! I left another question on your Tree It video as well. By the way I wanted to let you know that what you are doing is great and I think Prismatica will be a huge success! Your tutorials are very helpful and it is reassuring that you are willing to answer our questions.
@@PrismaticaDev Wait then how do you give it color? If you are just using normal maps and no color? Also, where do you get your normal maps. Do you make them in photoshop?
I don't know the feasibility of this but I would love to see the feet more grounded to each step. I think it would make it look less floaty/akin to a physics brawler
It's something we're actually working on at the moment! All of the animations are being re-done and I'll be making an IK system that makes the feet look great
@@PrismaticaDev Awesome very excited to see that
Always wanted to ask, from where do you take normal maps for grass, ground etc?
I either make them in Quixel Mixer or get them from the Quixel Megascans library :)
I'm curious... Do you only do programming with visual scriptiong? Without actually coding? Or are you just using the blueprints to demonstrate what you've done?
All visual scripting, my friend :) it’s a lot easier for me to understand and it also makes collaborating with non-coders much simpler
@@PrismaticaDev That's pretty cool. I'm not much of a coder or programmer myself, but imo programming is the important part, while coding is just knowing the syntax. Actually jumped off computer-science/information-technology (gonna finish the degree as standalone, only going too be taking computer graphics and AI classes in that area though), and into maths instead, because I really disliked the way courses were going (basically how to do corporate java). So no hate from me :D
Very interesting though, your videos are very impressive! Good demonstration of what good understanding of the underlying systems and visual scripting can do.
Hey, do you have a video about how you animate characters' responce to hits, like at 22:25?
Check out my Physical Animation guide :)
you see Fluid Flux plugin, do you know how its possible make something like this using WPO?
all this procedural weapon talk is making me froth for a mechanic where you can go to a blacksmith and edit/create your own weapon to your exact specifications!
Great minds think alike! ;)
Hell yeah, Katanas for Weebs confirmed lol
They can cut through ANYTHING!
@@PrismaticaDev this is now canon
did you use C++ in this game or it's just Blueprint ?
It's about 95% Blueprint at this point :)
Activate your Windows goddamit xd
I kindly refuse :P
DM me i give you a windows key ffs
Sorry but I don't know why you named this a devlog, it feels more like a basic bp tutorial I'm not interested in
IDK, from a developer's perspective I find the in-depth looks at the system very entertaining. But I can see where that disinterest would come from if you're not a developer.
He's going into some pretty specific detail about how his game works.
None of my devlogs are really meant to teach, they're just there to log development. I think explaining how we handle damage and procedural weapon generation goes a little above basic blueprint implementation - I tried to show my thought process on why the system is the way it is :)
I hope you get funded and can turn this into a MP game.