Implicit Choices - Legacy Devlog #24

Поделиться
HTML-код
  • Опубликовано: 1 июн 2024
  • In my previous indie game devlog™, I showed you how I use Typewriter to design dynamic dialogue. Today, we're taking a look at two crucial systems that actually bring these conversations to life.
    Support me on Patreon:
    / aarthificial
    0:00 Implicit choices
    2:24 How does dialogue work?
    5:01 How do interactions work?
    6:44 Final solution
    === Mentioned Games ===
    - The Stanley Parable
    - The Witcher 3
    • Video
    - Uncharted 4
    • UNCHARTED 4 PS5 Gamepl...
    - Portal 2
    - Far Cry 4
    • Far Cry 4. Hidden endi...
    - Undertale
    • Undertale (Genocide Ru...
    - Hollow Knight
    • Hollow Knight - Part 1...
    - The Legend of Zelda: Breath of the Wild
    • Video
    - Night in The Woods
    • Night In The Woods - F...
    === 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...

Комментарии • 114

  • @Nizart
    @Nizart 2 года назад +397

    With every video, you stray further in the direction of Sebastian Lague and away from the traditional devlog channels.
    Instead of showing off your game, you tell us how you made it, and what cool systems you use to do that.
    For every system you make a video about, I could think of *a* solution, but they are never as elegant, as thought-through as yours.
    My wish to be able to talk to you about your systems and discussing potential problems and fixes grows with every video I watch.
    You seem like a very interesting person.

  • @Jumpycnat
    @Jumpycnat 2 года назад +149

    I think more games should use this interruptible type of dialog. It's really annoying to me when games stop the flow with unskippable dialog, which is why I'm actually doing something similar with my own game. Now that I think about it, I might've been unconsciously inspired by your system when I was designing mine. Anyways, great video as usual, the game is looking fantastic!

  • @Nimphious
    @Nimphious 2 года назад +140

    You really nailed the readability and smoothness of all the sequence diagrams in this one. You also did a great job at leading the eye to everything you were trying to show.
    Also your approach to systems design is fantastic. Very focused on distilling things down to generalised and useful individual components that fit together in emergent combinations to enable more complex composite systems and it is pleasing to watch you solve problems with them.
    Thanks for another great video.

    • @aarthificial
      @aarthificial  2 года назад +12

      Thanks so much! I'm glad to hear that

    • @samhblackmore
      @samhblackmore 2 года назад +4

      Yeah it's the fitting together in emergent combinations part that's so interesting. So far most of the systems demonstrated seem almost overly engineered for the problems they're solving but that's only because we've seen the simplest of examples made with these systems so far. It will be really cool to see how this all fits together. Seems like once everything's in place, aartifical will just be able to go and make the game. Everything will already be there to accomplish each task of level design and story building

  • @His-Games
    @His-Games 2 года назад +53

    one of the only devlogs I see that I am excited to see be uploaded. I really love your way of outlining in very nice detail how you accomplish these systems, in a very well-presented way. I always love seeing what new and interesting things you cover. Very well done, I hope you do really well!

  • @salabimsalabao
    @salabimsalabao 2 года назад +20

    bro the editiing was already great, but in this video it's orgasmic. Everything is so easy to understand and smooth it feels like a whole team made it

  • @notanimposter
    @notanimposter 2 года назад +3

    Cool! This is really well put together. I love the idea of being able to move while talking to an NPC, to where they can say "Hey, stop! Come ba-OK bye!" if you just run away in the middle of a conversation.

  • @CloudPhase
    @CloudPhase 2 года назад +8

    I'm so exited for this game to come out! When this game blows up and 90 different articles get made about it I can say I was here sense nearly the beginning.

  • @vincentschmitt8629
    @vincentschmitt8629 2 года назад +5

    You should have a look at the game "Oxenfree". It still almost has only explicit decisions, but it has the best dialogue system I have seen yet. It lets you walk around while talking and even decide when you want to say the line. You can wait for another person to finish the sentence or just interrupt him. I don't think this mechanic would suit your game, but I think you would like it:)

    • @aarthificial
      @aarthificial  2 года назад +4

      I absolutely love Oxenfree!
      It does have some amazing voice-over though. And if I recall correctly it doesn't wait for the player to press anything between lines. So it's a bit different problem

    • @vincentschmitt8629
      @vincentschmitt8629 2 года назад +1

      @@aarthificial yes this game mechanic only really works with spoken text and an insane amount of text-lines. But I really like how you handle these things! I also hate that games only give you explicit decisions, so I started working on a similar, a bit more complicated system a while ago. But I stopped working on it due to other projects and university and stuff. But I really like how you created a simple yet powerful tool for complex interactions:)

  • @gazehound
    @gazehound 2 года назад +4

    Your videos are so insanely well done, I always expect them to have thousands of views right after they're uploaded. One day it'll happen

  • @meowkyun6269
    @meowkyun6269 2 года назад +4

    Something I'd really like to see for your confinement based dialogues that are high priority is rather than stopping you near the border making the character step slower like they can't decide if they should leave the conversation or not and being ever slower the closer to the barrier until it comes to a stop, if it feels right you could also make the character automatically turn around and walk back
    But that is just my preference and it sounds like a really interesting way to handle it to me

  • @otesunki
    @otesunki Год назад

    the fact that when you described the stanley parable as a walking simulator i had to pause and think about whether or not that was accurate for a second

  • @kaasronald3623
    @kaasronald3623 2 года назад +1

    loving the animations at the bottom of the screen. hope they don't take too long to make. visual representations are a luxury

  • @igrb
    @igrb 2 года назад +3

    Each video of yours feels like a lesson on building tools and systems, thanks for the content! and as aways, the animations / game clips are on point

  • @casualdutchman
    @casualdutchman 2 года назад +4

    The quality of the videos and interesting gamedev topics are why I'm subscribed to you! I love how you don't really use Unity to show your examples but make it more generic so people using Unreal, Godot, Gamemaker or whatever, can still follow along and create something similar. I still have to look into dialogue but I will for sure use your videos as a guide to make my own implementation! Love it!

  • @BatonyRobson
    @BatonyRobson 2 года назад +1

    I love your style of videomaking. All graphics looks so neat, clear and attractive. If i were you i wouldnt probably brave enough to spend so much time on it.
    Sound is clear without any interuptions.
    Info is good too. Great job.

  • @mahmoud_ali_963
    @mahmoud_ali_963 2 года назад +6

    Very cool, you are one of the best developers and your style of explanation is great

  • @benedictprove3937
    @benedictprove3937 2 года назад

    This is incredible! Talking about these systems gets my mind racing with what kind of innovations you could achieve with them. What always fascinates me in video games are the systems behind them. Stuff that when you notice or encounter it in-game makes you wonder how it was done.
    In some way I feel like you're doing yourself a disservice by calling this series a devlog. In all honesty I mightn't have clicked on the first of your videos I watched if I had noticed it was a devlog. But this feels more like you exploring how one might build a system to achieve a desired result, and your game just happens to showcase this tech really well. It's clear that you're building a really solid base structure for not only this game, but any future projects you might work on.

  • @peatral
    @peatral 2 года назад +2

    Today is a good day. The systems you build and how you explain them, just 👌🏻

  • @calintoma95
    @calintoma95 2 года назад

    I love the run cycle so smooth,and fast it,s simply sastisfying and the fact that it has different standing still depending on the foot is the cherry on top

  • @noodle-eater
    @noodle-eater 2 года назад +1

    I lost word, this is cool your approach is pretty innovative, it makes me learn more

  • @michelles.3835
    @michelles.3835 2 года назад

    I am binging all these devlogs and they are brilliant. I love all the juicy low-level architectural details, and the graphics are very nice.

  • @Leonardorth.
    @Leonardorth. 2 года назад

    This channel is such an incredible gold mine of quality. Keep up the great work 👍

  • @hellbufl1438
    @hellbufl1438 2 года назад

    Your devlogs are always a highlight for me. Keep up the great work!

  •  2 года назад

    man, I'm learning a lot with your videos, really!! I love this type of devlog with interesting information and content!

  • @Skeffles
    @Skeffles 2 года назад

    Great video. Always well described with fantastic visuals. It's really interesting to think about including priority to conversations to give the player that extra bit of freedom within the game.

  • @Stacklucker
    @Stacklucker 2 года назад

    Outstanding video. Explained the mechanics beautifully and just dove just deep enough into the details.
    This was very interesting to watch as someone who is working on a similar system.
    I hope there will be more videos like this in the future!

  • @GonziHere
    @GonziHere 2 года назад

    Shout out to the quality of your presentation. That content is really enjoyable, but it's presentation is what makes it really special.

  • @JasonStorey
    @JasonStorey 2 года назад

    I really love these videos. Interesting topics, clear explanations and clean and well design visuals with well paced video editing and focus.
    Also as a fan of software architecture as a concept in general, it's always a joy seeing people talk about design decisions.
    In a previous video you showed the typewriter tool you made. I'd love to see a more detailed breakdown Personally I love tool development and am curious about the design of the tool itself. the uxml structure and stylesheets (I assume it's uielements and not imgui) etc.
    Great video as always!

  • @eduardomunhoz1581
    @eduardomunhoz1581 2 года назад +1

    this game looks better each time, best of luck for you!

  • @RandomProduct
    @RandomProduct 2 года назад +4

    I'd love to see the source code for this dialogue system. It's super cool how you've put all of this together!

  • @BlacKHellCaT78
    @BlacKHellCaT78 2 года назад

    I am constantly amazed at how well you explain any topic, both verbally and visually. That is why I always love watching and rewatching your videos!
    If possible, could I ask you to think about making a video talking about different kinds of events in unity and how they can be used? I think it's a topic that confuses a lot of people and you could help clear it up :)
    Keep up with the amazing videos!

  • @kyllinglove9357
    @kyllinglove9357 2 года назад

    This was a really high quality video, some of the best editing I've ever seen. Nice work!
    Edit: The visualization of code is on point, too

  • @sinus4784
    @sinus4784 2 года назад

    another amazing devlog as usual
    i can't wait for more :)

  • @WeslomPo
    @WeslomPo 2 года назад

    Love it! I know a couple of things, that system, I think, can execute with ease. Very clever aproach to making things. Waiting for next video impatiently :)

  • @monsieuralexandergulbu3678
    @monsieuralexandergulbu3678 2 года назад +1

    Again some really nice vid!

  • @mrfincher
    @mrfincher 2 года назад

    I really like the visuals that explain the concepts!

  • @BLUGTheK
    @BLUGTheK 2 года назад

    Such a great video as always .

  • @eboatwright_
    @eboatwright_ 2 года назад

    This is a very well made and entertaining video! Great job! :D

  • @nottechytutorials
    @nottechytutorials Год назад

    You mention how most games freeze the character when there's dialogue, so I thought it was interesting watching a video on the development of Silent Hill 4: The Room, they allowed the player to walk around even when a character was talking, they called it a "playable cutscene".

  • @nix3l_
    @nix3l_ 2 года назад

    ive just recently found your videos, and it got me thinking a lot about project architecture (which i never really did in the past). ive just started a new project (which is probably a bit ambitious) and i wasnt really thinking about how everything would eventually connect together. so thanks for the awesome videos and good luck on astortion!

    • @aarthificial
      @aarthificial  2 года назад

      Thanks and good luck with your new project too!

  • @rakshasharma6656
    @rakshasharma6656 2 года назад +2

    Add Collectibles, Control changing system, also Cool

  • @protudorin
    @protudorin 2 года назад

    Thanks for information and motivation!

  • @kiririn39m8
    @kiririn39m8 2 года назад

    Can't wait for next video!

  • @riisezz0
    @riisezz0 2 года назад

    The concise nature of your problem solving skills, sir. So good! Keep up the good work, man.

  • @jeck0_0.
    @jeck0_0. 2 года назад

    I've been wanting to do something like this since when i played The Hex, but never actually finished, might try again in the future, these videos seem very useful

  • @XxSupervalexX
    @XxSupervalexX 2 года назад

    sick production quality

  • @sytoplis5417
    @sytoplis5417 2 года назад

    I really love your Videos and the solutions to the problems that seem so simple, but are so hard to solve in an elegant way. I develop videogames with Unity myself and I am always amazed, how you sometimes solve problems I encountered too, but I just used some quick and dirty solution. I especially liked your pixel art rendering system, as I just now had exactly that problem. And tbh I actually did the same thing as you with building my own animator, because Unitys animator has exactly the problems you mentioned.
    I am confident that you will finish your game. Best of luck and thanks for these very interesting and nice documentations of the path you take. I really like it!

    • @aarthificial
      @aarthificial  2 года назад

      Thank so much and best of luck to you too!

  • @sam2chill
    @sam2chill 2 года назад

    Amazing vid bro

  • @fahimfaysal1753
    @fahimfaysal1753 2 года назад

    I'm excited to see where you will take it from here. This system is modular enough that you can certainly accommodate a lot of different types of stories. But the implicit choice idea can be more than just a way to pause/skip dialogue.
    For example, in my game, Control:Override, there are no explicit choices to determine the ending and player character personality. The "good" ending(s) requires the player to be investigate and read files. The mere act of choosing to read those files(instead of just solving puzzles) says something about the player character and the person who's playing. And I utilized all of that to shape the character journey/development the character will go through on that route.
    I hope that helps. You have my wishlist when the steam page comes out on Steam(and a purchase when it releases too at this rate =D)

  • @svendpai
    @svendpai 2 года назад

    Great content!

  • @S41L0R
    @S41L0R 2 года назад

    ok I gtg but I can spare 8 minutes because it's an aarthificial video

  • @PitiITNet
    @PitiITNet 2 года назад +1

    This is extremely inspiring! How did you manage to get skills & knowledge that allow you to design such incredible systems? I really feel those are some top class solutions!

    • @aarthificial
      @aarthificial  2 года назад +2

      Thanks so much!
      I'd say it's more of a trial and error than skill and knowledge. This system in particular is something that I've been iterating over for the past year or so

    • @PitiITNet
      @PitiITNet 2 года назад +1

      @@aarthificial Woah, that's even more impressive! I have seen the video about dialogues and once again had been amazed! Really great job, I hope at one time I will be able to write similar things haha :)

  • @doku1922
    @doku1922 2 года назад

    This is super cool

  • @Salloom99
    @Salloom99 2 года назад

    you make every single idea looks so fancy and your explanation to it makes me wanna learn more from you
    if you could do a video for player controller I'd appreciate it a lot

  • @toastyshrimp1882
    @toastyshrimp1882 2 года назад +1

    Hey Aarth, I've been programming for about 2 years and really getting into Unity and finally when I thought I was getting a good understanding of it you made me realize I have so much left to learn. I was wondering how long you've been programming and working in Unity? Tried finding something about it elsewhere but couldn't find anything.

    • @aarthificial
      @aarthificial  2 года назад +1

      I first got into Unity around seven years ago. I spent a few months playing with it and then moved on to other things.
      So my experience is as long as this devlog series + these few initial months.
      But I have spent these past seven years doing a bunch of programming-related stuff, just not exactly related to Unity and gamedev.

  • @sam2chill
    @sam2chill 2 года назад

    Your game looks amazing

  • @Efra_EMX
    @Efra_EMX 2 года назад

    Woah that's really fluid

  • @lunarxs
    @lunarxs 2 года назад +1

    How can you make all the information displayed on screen so smooth, so clear and so readable? Like no joke, that's some next level edditing and more genraly design skills. Do you have any tips/ways to learn to create designs this clean?

    • @aarthificial
      @aarthificial  2 года назад +3

      Thanks so much!
      Don't have any specific tips unfortunately. I use Material Design as a base and then just play around with the rest until it looks ok

    • @lunarxs
      @lunarxs 2 года назад +1

      @@aarthificial ok I understand, thanks :)

  • @WilsontheWolf
    @WilsontheWolf 2 года назад

    if this game gets modding support I can't wait to see the crazy stuff that comes from it.

  • @creasu124
    @creasu124 2 года назад +1

    Do you have tips for creating such sequence systems or good references? I think this is a very good general system for many things.
    Also keep up with the videos they are all very good!

    • @aarthificial
      @aarthificial  2 года назад +1

      Thanks!
      Unfortunately, I haven't used any resources when creating these sequencers. It's a concept that sort of emerged as I was iterating on my interaction system over the past few months.
      I will, however, share Typewriter on my github in a few months. And it will include a base sequencer class so perhaps that will be somehow helpful

    • @creasu124
      @creasu124 2 года назад +1

      @@aarthificial I see, it's cool you share some bits with others, also keep up the good videos!

  • @cineblazer
    @cineblazer Год назад

    this is gonna be the most playable game ever made

  • @timothymclean
    @timothymclean 2 года назад +1

    2:13: Unsurprisingly, Astortion isn't the only game that does this. There's also Oxenfree and...
    This is the bit where I ask the YouTUbe comment section if they know of any other examples, because that's all I can think of.

  • @Dom_R_222
    @Dom_R_222 2 года назад

    brilliant

  • @S41L0R
    @S41L0R 2 года назад

    Hey so I know in a previous video you talked about translation and music, and how you weren't there yet. I'm not that concerned about translation at the moment, as if I help it wouldn't be with that. However, for music I might recommend having each and every song in the game open to the community to make. Now, obviously this might cause some consistency errors, so maybe also one person to smooth everything submitted & selected out might be needed as well.
    The reason I suggest this is because this system allows people to not be pressured into making a song, while also being able to submit anything they happen to create. Even if you don't think that this solution is a good one, I still think it's important to keep in mind the reasoning behind it and the issues that directly asking someone to make something can cause.
    I'm not fully sure if it's a big deal or not, maybe I'm just underconfident... but then again, it could be a big deal and I'm just underconfident writing this comment.

  • @Thepewdiepiebro5
    @Thepewdiepiebro5 2 года назад

    Awesome video, just simply awesome. What software did you use to animate this video? AE?

  • @allaze-eroler
    @allaze-eroler 2 года назад

    there is few games which it follow the same approach of interruptible conversation, magaman zero series, death door and another game that i forgot the name... though, your method is much more interesting in my opinion!

  • @sinom
    @sinom 2 года назад

    I think deltarune has a cutscene you can walk around in and change the outcome of, not to this level though. Also some 3D text box games like code vein let you walk away from the conversation, but then usually don't have anything special about for doing so.

  • @Rissa_1322
    @Rissa_1322 2 года назад

    He doesn't imply it, he says it explicitly (Stanley took the door on the left, or the conference room was through the door on the left, or whatever the line is) and THEN implies you're stupid for going right, by *saying* that you're bad at following directions. Something is implied when it's inferrable, even obvious, from its context, but not directly stated.
    Language aside, I'm so excited for this game to come out

    • @aarthificial
      @aarthificial  2 года назад

      I'm glad to hear you're excited!
      Though I'd say the explicy is debatable. The narrator refers to Stanley in third person, he doesn't address the player directly. We infer from the context that that's what he wants us to do

    • @Rissa_1322
      @Rissa_1322 2 года назад

      @@aarthificial I mean, you KNOW *you're* Stanley by that point, but I guess I can see where you're coming from.

  • @jiraibozo
    @jiraibozo 2 года назад

    when the game is out im going to try to break it so hard

  • @RugbugRedfern
    @RugbugRedfern 2 года назад

    This is gold. I'd really like to poke through the source code of this, is there any chance you'll release it to patrons or anything?

    • @aarthificial
      @aarthificial  2 года назад +1

      I'll be releasing Typewriter in a few months - it comes with a base sequencer class.
      Unfortunately, the interaction sequencer itself is implemented directly in Astortion. So it's difficult to share it without sharing the entire codebase.

    • @RugbugRedfern
      @RugbugRedfern 2 года назад

      @@aarthificial anything helps :)

  • @plusmorale
    @plusmorale 2 года назад

    I wonder what you were doing before you started doing Astortion :)

  • @anonymoussloth6687
    @anonymoussloth6687 2 года назад

    Hi. What resources do you use to research or learn things for your videos?

    • @aarthificial
      @aarthificial  2 года назад +1

      Hi!
      I mostly use GDC/Unite talks and the documentation. I also like to read through the source code of Unity own packages to get the idea of how they do things.
      Usually when there's some specific resource that I used in a given video, it's linked in its description.

  • @anshpudaruth5549
    @anshpudaruth5549 2 года назад

    I don’t understand how he comes up with such perfect and logical systems. Mine are a mess of c# scripts!!!

  • @Dom_R_222
    @Dom_R_222 2 года назад

    Seems like you're pretty serious about this. I'd recommend you to create a steam page, start collecting wishlists.

  • @Jennifer-ju8de
    @Jennifer-ju8de 2 года назад +2

    Honestly: publish your assets on a store and grab money. Share knowledge. You'll make more money from that than with your games. Trust me. I have been in game dev for over 30 years, and holding back code or knowledge will not serve you well in the long run. Ensure to have a steady income via unique code base and thelikes. I mean, if it wasn't only for gaia and corgi engine... these guys make quite a decent side income from an asset.

    • @aarthificial
      @aarthificial  2 года назад +3

      Thanks but I already have a successful career in the fintech industry. Money is the last thing I need right now and it's kinda tiring how everybody assumes that I'm trying to make money with games.
      When it comes to sharing knowledge, I've mentioned this many times - all my tools will be released for free at some point. Just like Reanimator. I simply don't want to release something that I haven't thoroughly tested in real-life scenarios.

  • @bumpwavy
    @bumpwavy 2 года назад

    if only this man had a big team behind...

  • @capsey_
    @capsey_ 2 года назад

    Send this to Fallout developers please

  • @mahmoud_ali_963
    @mahmoud_ali_963 2 года назад

    Anyone know the name of the game in 0:37

  • @EthMiC_
    @EthMiC_ 2 года назад

    I have made it my goal that in one year, I will have grown my channel big enough to have a Collab with you.

  • @AndrewDavidJ
    @AndrewDavidJ 2 года назад +2

    Really cool! Definitely a unique take on handling text-based narrative and interactions :)