I can't believe it, my favorite map watcher is developing a game. This is amazing. I remember spending hours on scratch, and am now more advanced. Good luck Che... I mean QuestDev!🎉
Fellow byond dev here, I was part of the team that created Dragonball Finale, and Millenia. Love to see this, I'm also on my Unreal dev journey and followed the same tuts. Great content dude.
Legend! I was big on Dragon Warrior Mythology, but loved Wildbloods games like Harvest Moon: Trinity Ranch and Scary Game. Best of luck with your Unreal projects!
From one game dev who is creating a game similar to yours (but in third person) in the unity engine to another, you got this man. Good luck out there, I'm rooting for you! :) For me though, I made my player lose everything he has in his inventory on death, all except his 3 most valuable items. It'll really force them to think about what they want to take, and what to bank
Love seeing more 30+ year old devs out here representing us 90s kids. This project and all the hiccups you're running into reminds me so much of my project when I started out in Unreal. Good luck! Excited to watch your journey unfold. Feel free to reach out if you need any help with Unreal. I love helping beginners. Also didn't forget to back up your project and eventually set up source control!
@@QuestDev that is me... 38 yr old 90s kid... with a degree in medical 3d animation and full asset pipeline creation in maya blender and cinima4d... id rather make games!
As a fellow 90's kid and early 30's game dev, I was grinning with happiness throughout this video, hearing all the game dev tutorials from PyroDev and Ali Elzohairy that I am also using, and also the Synty asset pack which is just awesome if you are not an artist yourself. Also nice that we are using similar tutorials and art, but the game I am making is still different. Also to see you made this in a couple of weeks, really gives me confidence that I should also record my dev work, would really like to see what are people think of my work.
I absolutely love this video! Keep up the amazing work! I know how hard it is being a game developer, it takes passion and vision and I can tell you have it sir! I am looking forward to more content from you. I have been thinking about uploading videos like yours for the exact reasons you gave so I am truly inspired by this video and your message! The 90’s kids are breaking the AAA game industry with the solo and indie devs out there making the games we grew up on with our own twist just like a lot of the greats did that inspired us!
Once you get around to making a story for the game (which I'm sure is quite far out) you should set it in an alternate universe where Carthage defeats Rome in the Punic Wars. You could call it like, Pre-Finem or something idk. Awesome video and I'm really excited to see more :)
Why do you think that at the end it will not become an open world game ? For example, if someone makes an ARPG on an island that got just the size of 2 miles x 2 miles, and you are able to walk on the whole island .. it's an open world game too.
Hell ya dude. Keep it up. Asset packs are a great start and awesome for prototyping. Things like the main character or whatever makes your game unique really shine when they have a personal touch. Just a thought though. No pressure to switch to anything unless you feel the need. Making a character and assets takes a ton of time so I understand. I'll be following along as I do some developing myself. Good luck!
This is a huge inspiration boost, I really appreciate you taking the time to make this devlog. I've been dealing with some stuff that caused doubt in myself in my first official project but seeing how you handled things put a smile on my face. I know it wasn't your intention but your attitude toward the problems you had helped me stop psyching myself out. I'm excited to see progress in the future as you focus on your game!
It's incredible to see such a different game to what I'm trying to make whilst we followed similar tutorials. Ali's AI series is incredible. Best of luck on the project! I'll be following the progress
Looks great ! For zooming in and out you you can use the "FInterp To" node so that it's smoother. How I'd set it up is that mouse wheel input changes to level of zooming (eg an integer from 0 to 6) and next to that a tick event is constantly playing catch up with your level of zoom (using the Finterp To node) so that it feels smooth and not as staggered between zoom levels :^-) Love the art style and subbed, good luck !
Spontaneously decided to listen to the witches theme from OoT today, so very happy to hear it here lol Very nice video! The youtube algorithm has been trying its hardest to get me to give game development a shot lol
I’ve been canceling game dev projects left and right for a few years now, and I must say I’m impressed by your tenaciousness to just keep pushing through. Very interesting dev log series, will be sure to follow the progress :)!
What helps me is creating small goals on a Trello and pushing through them one at a time. When I get bored or frustrated with one, I change tasks and return to the other one later when I have motivation for it
@@QuestDev good idea. For the longest time I planned my projects in detail, but I could easily spend hours just planning and never got anywhere with the actual development. Nowadays I still plan, but in chunks. I write down what I want in the game, and I break it down when I come closer to actually developing that thing. Works a lot better :) anyway, keep up the good work!
It's looking incredible! The first 5 minutes really did hit me right in the deepest part of my 90s kid heart. Would LOVE to try it out as soon as there's a playable build. Will be keeping an eye on it!
For the right clicked turning thing, you can use the lerp function so your character does not teleport in the direction of the mouse, but instead smoothly look towards it.
as a indie dev my self the best advice I can give you is buy market place assets. There are so many amazing assets that will save you weeks/months, but the best thing is they are so great for learning!
Looks great! It is great to learn by just playing around and experimenting. I am a composer, working in short films and video games, so let me know if you ever want to collaborate on a game. I look forward to seeing more!
Haha, I'm so glad you didn't pick Beyond as an engine. Sounds like a very good job! And looks loke good progress so far. Have fun while making it 😊 You might want to look into animation blending (particularly directional blending). Playing the running forwards animation while walking sideways/backwards looks a little strange 😊
Hey, what you developed so far is impressive. Super cool that you went for this journey, definitely stick with this game. A small tip tho, mechanics first. Make your minimum viable product with the minimum amount mechanics to work. Featurecreep happens a lot, where stuff gets added before the actual mechanics of the game. For example, would your game if you would break it down work without an inventory system & character customization? These are nice to have features, not mechanics, your game would work perfectly fine without them. ;) Try to finish your core game loop first. I enjoyed your video, it was very entertaining!
Oh I have an explicit list for an MVP, I just avoid losing interest in one system by jumping around and connecting the dots from different places to keep it interesting for me. Inventory is a core part of the idea as I want tiered loot to aid the player when grinding experience. I have a vision! Thanks for the advice :)
Cool progress for someone that is so new to Unreal and game dev. On the ragdoll question at 3:45, I suspect the crazy ragdoll behavior you were seeing is because you didn't disable collision on your sword mesh and have it colliding with the character's skeletal mesh. If you leave a mesh attached to your character's skeletal mesh and it has collision enabled and that collision collides with its parent, it will generally cause some crazy physics stuff to happen when you start simulating physics on the character mesh because you have two objects that are stuck together while simultaneously applying force to each other when you enable physics on the ragdoll.
@@QuestDev Sounds good! And you can still enable physics on the weapon but if it's attached you won't want it colliding with its parent when the parent is simulating physics. If you're dealing with ragdolls you might also want to send the weapons flying when an enemy dies. An easy way to do this is on death, just grab the weapon mesh and do -> detach from component (keep world on all settings) -> set collision enabled (and/or adjust collision as needed) -> Set Simulate physics (simulate to true).
Good stuff! Be careful about learning too much from Gorka, his practices aren't proper and scalable and you'll be digging yourself a hole to dig out of later on. Good luck on your journey :D
I agree with you, and I mentioned in the video I wasn’t a big fan of the tutorial series direction so I jumped ship :) Thanks for the advice and well wishes!
My man, have never imagined id hear someone mentions byond again. I have spent way way too much time in Naruto GOA. And i must say it was a time well spent. Such a shame it died by natural causes. Id love to play a classic kobata version again.
Holy smokes your project looks incredible man! I'm rooting for you! I will be taking some notes, gotta make sure my game looks unique like yours does 🙇♂️
Oh god, byond. I got my start there too! I played "Naruto Birth of The Legendary Shinobi" by a dev named Goditz ... and it was so impactful that I remember it to this day lol. Good luck on your game!
1:44 as a 90s kid myself this sentence really hurts, thanks. Btw, some feedback, the arrow indicator i think not a good idea, it really easy to lose track of it with the enviroment or maybe the more effect you will add in the future, i think sticking with mouse is better. I come from Unity but the wierd ragdoll might happen because of the collisions and the navmesh is still enabled. I also purchased the synty bundle, looking forward to make games with it. :D Awsome style no matter what the crybabies say about 'asset flip'. Impressive work for 3 weeks but sadly you already experienced the "screw it, im scraping it" part aka selfdoubt. You CAN do it, just take small breaks, maybe work on something else when you experiencing burnout. Your first game not going to be perfect, you need to accept this but you can always remake them in the future with more experience.
@@mrzaphkielYT yeah I’m not 100% attached to anything in the game. The red arrow would be a placeholder at the very most, so I’ll keep you updated :) Thanks for the kind words! I’m very confident so far. A lot of progress but a LOT more to go
I love that HD2D style, I am super stoked for the eventual release of the Dragon Quest remake! I know Cobra Code on RUclips has some great 2.5D tutorials
The game you played when you were a kid reminds me a lot of Argentum Online. A game that was a hit in Argentina about 20 years ago. You should check it out
I definitely intend to keep the scope concise, I know that’s probably the main reason people never end up releasing game that they work on for a long period of time. Once I set up all of the core systems and get Minimum viable product I will get working on content design and expanding the systems that are implemented to make gameplay deeper and more varied
Oi man, quick tip / feedback. For the video, change the thumbnail. The main issue is the Synty character. Normal players aren't fans of Synty. It's a common belief that games that have them are typically "Asset Flips". Saying that, my indie game actually uses Synty assets. The way I got around that was simple. I didn't use their characters, and I made sure the environment was custom. Making lighting & post processing changes made it look beautiful and unique.
I appreciate the feedback! I actually didn’t even know about Synty till I saw their humble bundle sale so I must live under a rock 😂 Best of luck with your game dude! Very exciting stuff.
@QuestDev I love Synty stuff, I intent on using it for any game I make that goes for the low poly esthetic. 100% of the assets in IHML are Synty besides Jeff, the main character. I have no issues with the assets of course, just random people do. I think you have a solid chance of growing a great community just based off your communication skills & editing. Just keep it up man!
@@WinclarkYT oh yeah I’m a big fan. Will probably snag some more assets as funds come along. And I appreciate the kind words! I have experience on RUclips, so I’m hoping to translate that into some success for this channel as well. Should probably get some branding 😂
I am also 90's kids. I have 20+ years experience as a software developer. I started to check things about games and decided to develop game. I work on my game last 6 months. My goal was to create mmorpg game like knight online or world of warcraft. Pretty fun to work on very big project as a single developer without knowing anything related to game engines or 3D models etc. Very exciting to learn all details and apply to the game but sometimes painfull even for experienced programmer. Do not stop to work on this project. I hope you will reach your goal even if it is for fun.
How early in development did you start looking at art? I am making a physics puzzle game, also in unreal, also a solo dev. I don't want to waste time on assets before the gameplay is hammered out, but I am about to start playtesting levels, and I am concerned the lack of anything but placeholder art will make those levels needlessly difficult. (like if the player can't tell when there jetpack is on, since it has no graphics yet)
Sure, starting with the third person template I just set the boom arm to have a longer target length and not inherit the players directions, I then removed the players camera controls. Super simple!
@@QuestDev You're right. Super simple. I've been working with the top down template. Perhaps I've asked the wrong question. I was interested in your project zombioid style movement.
Ah! Essentially it’s an event on mouse right click that gets the players rotation, gets the mouse click location via a ray trace, then takes the Z value from those rotations and tells the player to turn to the cursor, and you can add an interp to let it turn smoothly
3:50: Why does the ragdoll fly away? A ragdoll simulates physics. This kind of physics behavior usually appears, if two physics objects overlap. If the sword has a collision, it could be the reason for this. Otherwise the skeleton physics asset might be overlapping itself.
hi man. grate work. i am in love with your work. i am 3d modeler and learning unreal. if you like i can help with making more low poly assets for the game for free,
My biggest advice is do NOT just follow tutorials, but pause them often, understand WHY they use each blueprint, what inputs/outputs do what, and then move on. A lot of the larger channels tend to just kinda poop out a ton of super simple videos that teach you specific things and utilize like 0 best practices, so I would tell you find a teacher you like and stick to them. Ali Elzoheiry is great, Click.o is also very good!
@@QuestDev ok thank you, I been on the fence with game engines. Figured unreal would be my best choice since lack of coding knowledge. Just wasn't sure where to start first.
This is so much progress in such a short amount of time, congrats
I can't believe it, my favorite map watcher is developing a game. This is amazing. I remember spending hours on scratch, and am now more advanced. Good luck Che... I mean QuestDev!🎉
Fellow byond dev here, I was part of the team that created Dragonball Finale, and Millenia. Love to see this, I'm also on my Unreal dev journey and followed the same tuts. Great content dude.
Legend! I was big on Dragon Warrior Mythology, but loved Wildbloods games like Harvest Moon: Trinity Ranch and Scary Game. Best of luck with your Unreal projects!
Highly impressed, I’ve been on the game dev journey for a while now and you’re miles ahead of me. I believe I am the tutorial potatoe
The first step to recovery is admitting that you have a problem, you got this!
From one game dev who is creating a game similar to yours (but in third person) in the unity engine to another, you got this man. Good luck out there, I'm rooting for you! :)
For me though, I made my player lose everything he has in his inventory on death, all except his 3 most valuable items. It'll really force them to think about what they want to take, and what to bank
Love seeing more 30+ year old devs out here representing us 90s kids.
This project and all the hiccups you're running into reminds me so much of my project when I started out in Unreal. Good luck! Excited to watch your journey unfold. Feel free to reach out if you need any help with Unreal. I love helping beginners.
Also didn't forget to back up your project and eventually set up source control!
90s kids unite!
Thank you for the kind words and the advice! I very well may reach out :)
@@QuestDev that is me... 38 yr old 90s kid... with a degree in medical 3d animation and full asset pipeline creation in maya blender and cinima4d... id rather make games!
90s kids breaking into the indie scene!
My man is cooking with this one, and i LOVE IT!
I can officially say I am the 2nd subscriber. Can’t wait to be on this journey!
Cheers dude I appreciate that a lot!
Looking forward to seeing the development!
that's really cool. You just motivated me to solve bunch of leet code question.
As a fellow 90's kid and early 30's game dev, I was grinning with happiness throughout this video, hearing all the game dev tutorials from PyroDev and Ali Elzohairy that I am also using, and also the Synty asset pack which is just awesome if you are not an artist yourself.
Also nice that we are using similar tutorials and art, but the game I am making is still different.
Also to see you made this in a couple of weeks, really gives me confidence that I should also record my dev work, would really like to see what are people think of my work.
@@Classymarc great minds think alike ;)
Best of luck to you!
I see an Elder Scrolls 6 when I see it!
No joke I really looking forward to it!
Good Luck, same here, 43yo here almost out of tutorial hell. Stevel Ulibarri tutorials are the best for me.
@@marcinrandallnowakowski8549 I’ll give him a look! Thanks for the info! Best of luck to you brother 🤝
I absolutely love this video! Keep up the amazing work! I know how hard it is being a game developer, it takes passion and vision and I can tell you have it sir! I am looking forward to more content from you. I have been thinking about uploading videos like yours for the exact reasons you gave so I am truly inspired by this video and your message! The 90’s kids are breaking the AAA game industry with the solo and indie devs out there making the games we grew up on with our own twist just like a lot of the greats did that inspired us!
your making a dream that i have been wanting and going to collage for true i wish you luck your encouraging me that's for sure
I can't wait for more! Im also a new dev and I just love seeing other people learning the engine, gets me fired up!
I WILL play this game when it comes out
I like your content hope you continue this series.
This is impressive especially for the short time you stated
Awesome devlog! I am working on a RPG Top down too! It's really fun to see other makes RPG.
Heck yeah bro, best of luck on your project!
Looks nice can't wait to see how the game progresses
I’m personally looking forward to your progress from now on 🎉
Once you get around to making a story for the game (which I'm sure is quite far out) you should set it in an alternate universe where Carthage defeats Rome in the Punic Wars. You could call it like, Pre-Finem or something idk. Awesome video and I'm really excited to see more :)
I see what you did there
I live this project can’t wait for full release!
This is the definition of explaining how to learn game dev in the correct way! Good work! Looking forward to the next video
Finally, a non-open world indie game! Looks fantastic!
Why do you think that at the end it will not become an open world game ?
For example, if someone makes an ARPG on an island that got just the size of 2 miles x 2 miles, and you are able to walk on the whole island .. it's an open world game too.
There are very many non open world indie games
@@doomchromee8648 Well yeah, but everyone on youtube for devlogs is "MAKING MY *DREAM* OPEN WORLD GAME" and it gets kinda stale
Hell ya dude. Keep it up. Asset packs are a great start and awesome for prototyping. Things like the main character or whatever makes your game unique really shine when they have a personal touch. Just a thought though. No pressure to switch to anything unless you feel the need. Making a character and assets takes a ton of time so I understand. I'll be following along as I do some developing myself. Good luck!
I love this video! I'm impressed with how much progress you've made given you didn't know how to code. Super impressive!
This is a huge inspiration boost, I really appreciate you taking the time to make this devlog. I've been dealing with some stuff that caused doubt in myself in my first official project but seeing how you handled things put a smile on my face. I know it wasn't your intention but your attitude toward the problems you had helped me stop psyching myself out. I'm excited to see progress in the future as you focus on your game!
You got this! Setbacks are just that, setbacks, they aren't show-stoppers. Best of luck with any of your future projects!
3 weeks is insane. Good work man. Synty is the best.
I love synty assets. Their packages really want me to try and make a game.
It's incredible to see such a different game to what I'm trying to make whilst we followed similar tutorials. Ali's AI series is incredible.
Best of luck on the project! I'll be following the progress
Looks great ! For zooming in and out you you can use the "FInterp To" node so that it's smoother. How I'd set it up is that mouse wheel input changes to level of zooming (eg an integer from 0 to 6) and next to that a tick event is constantly playing catch up with your level of zoom (using the Finterp To node) so that it feels smooth and not as staggered between zoom levels :^-) Love the art style and subbed, good luck !
@@CapCooks I’ll have a look, thank you!
I also feel like you’re me in an alternate timeline that actually follows through with gamedev goals 😂 subbing for more excited to follow your journey
I’m a total amateur, I hope you can learn along the way with me 🤝
A surprise to be sure, but a welcome one!
Looking pretty nice, other than revamping the UI's; everything looks super neat and I can't wait how you expand upon the main gameplay loop.
Hey thanks! UI is very much dev art, will make it all pretty in due time :)
Hi! I'm a 90s kid. Of course I love any game with the tag 'RPG' in the description!
Awesome stuff, certainly going to watch your progress because is also have a vague memory of beyond and some of its games
Spontaneously decided to listen to the witches theme from OoT today, so very happy to hear it here lol
Very nice video! The youtube algorithm has been trying its hardest to get me to give game development a shot lol
Ooooooh speaking of how old I am in the video, OoT was FORMATIVE for me
Glad you enjoyed the video man :D
I’ve been canceling game dev projects left and right for a few years now, and I must say I’m impressed by your tenaciousness to just keep pushing through.
Very interesting dev log series, will be sure to follow the progress :)!
What helps me is creating small goals on a Trello and pushing through them one at a time. When I get bored or frustrated with one, I change tasks and return to the other one later when I have motivation for it
@@QuestDev good idea. For the longest time I planned my projects in detail, but I could easily spend hours just planning and never got anywhere with the actual development. Nowadays I still plan, but in chunks. I write down what I want in the game, and I break it down when I come closer to actually developing that thing. Works a lot better :) anyway, keep up the good work!
@@QuestDev dude i have a better asset pack for u its way better if u wana know more ask me
Yo, that's a lot of progress, good job
Looks great and inspiring
It's looking incredible! The first 5 minutes really did hit me right in the deepest part of my 90s kid heart.
Would LOVE to try it out as soon as there's a playable build. Will be keeping an eye on it!
@@EdGrace cheers bro! I will probably get a discord server set up for the project as I progress a bit more
@@QuestDev Count me in!
Im trying to make a game in pygame but plan to move to unity after I make a coupel games nice to see other people learning right now feels motivating
For the right clicked turning thing, you can use the lerp function so your character does not teleport in the direction of the mouse, but instead smoothly look towards it.
Yep! I showed it off in the second dev log. I agree it’s a nice idea :)
Good luck with your game man :)
Bro that was so awesome to watch! I am a begginer as well and it is so inspiring to see others make progress as well! Thank you for sharing!
as a indie dev my self the best advice I can give you is buy market place assets. There are so many amazing assets that will save you weeks/months, but the best thing is they are so great for learning!
I am proud to say that I am the 42nd subscriber and hoping this game will be released.
3 Weeks holy shit great job
That proves again Unreal is the best engine for beginners.
Great results after just few weeks of months.
keep doing content bro! you're really good at this
Looks great! It is great to learn by just playing around and experimenting. I am a composer, working in short films and video games, so let me know if you ever want to collaborate on a game. I look forward to seeing more!
Haha, I'm so glad you didn't pick Beyond as an engine.
Sounds like a very good job! And looks loke good progress so far. Have fun while making it 😊
You might want to look into animation blending (particularly directional blending). Playing the running forwards animation while walking sideways/backwards looks a little strange 😊
Oh yeah, I have 8 way directional movement set up already, the focused movement system is looking VERY good. Stay tuned :D
Hey, what you developed so far is impressive. Super cool that you went for this journey, definitely stick with this game. A small tip tho, mechanics first. Make your minimum viable product with the minimum amount mechanics to work. Featurecreep happens a lot, where stuff gets added before the actual mechanics of the game. For example, would your game if you would break it down work without an inventory system & character customization? These are nice to have features, not mechanics, your game would work perfectly fine without them. ;)
Try to finish your core game loop first.
I enjoyed your video, it was very entertaining!
Oh I have an explicit list for an MVP, I just avoid losing interest in one system by jumping around and connecting the dots from different places to keep it interesting for me. Inventory is a core part of the idea as I want tiered loot to aid the player when grinding experience. I have a vision! Thanks for the advice :)
Good Luck!
Cool progress for someone that is so new to Unreal and game dev. On the ragdoll question at 3:45, I suspect the crazy ragdoll behavior you were seeing is because you didn't disable collision on your sword mesh and have it colliding with the character's skeletal mesh. If you leave a mesh attached to your character's skeletal mesh and it has collision enabled and that collision collides with its parent, it will generally cause some crazy physics stuff to happen when you start simulating physics on the character mesh because you have two objects that are stuck together while simultaneously applying force to each other when you enable physics on the ragdoll.
@@Vince-Gamedev I think you were right! I disabled commission for all weapons in the end, using a sphere collision is much easier
@@QuestDev Sounds good! And you can still enable physics on the weapon but if it's attached you won't want it colliding with its parent when the parent is simulating physics. If you're dealing with ragdolls you might also want to send the weapons flying when an enemy dies. An easy way to do this is on death, just grab the weapon mesh and do -> detach from component (keep world on all settings) -> set collision enabled (and/or adjust collision as needed) -> Set Simulate physics (simulate to true).
@@Vince-Gamedev oh may be a nice thing to try out! Good call 🤝
Good stuff! Be careful about learning too much from Gorka, his practices aren't proper and scalable and you'll be digging yourself a hole to dig out of later on. Good luck on your journey :D
I agree with you, and I mentioned in the video I wasn’t a big fan of the tutorial series direction so I jumped ship :)
Thanks for the advice and well wishes!
Looking forward to seeing more devlogs from you :)
Working on it! I'm hoping to have another one up next week :D
My man, have never imagined id hear someone mentions byond again. I have spent way way too much time in Naruto GOA. And i must say it was a time well spent. Such a shame it died by natural causes. Id love to play a classic kobata version again.
one of us! one of us!
DWMythology was my game, that and Rise of Heroes
Keep going man thats good work!
Very good video!
Man, keep it going! we are here to support!
I appreciate it!
impressive how you make gamedev seems that easy
Great video, look forward to the future ones!
So much win!
Awesome game QuestDev, looks a bit like Runescape :D
Looks cool man! Love a good top down synty game, although I’m definitely a little biased 😃
Holy smokes your project looks incredible man! I'm rooting for you!
I will be taking some notes, gotta make sure my game looks unique like yours does 🙇♂️
cant wait!!
🫡
Oh god, byond. I got my start there too! I played "Naruto Birth of The Legendary Shinobi" by a dev named Goditz ... and it was so impactful that I remember it to this day lol.
Good luck on your game!
Bro, I was introduced to castle defense games on Byond. Dragon Warrior Mythology was formative for me as well. Cheers!
This video should deserve more views than it currently have😅
Hey I appreciate that! Feel free to share a link to it with your friends if you think they’d enjoy it!
this is great for a first game
1:44 as a 90s kid myself this sentence really hurts, thanks. Btw, some feedback, the arrow indicator i think not a good idea, it really easy to lose track of it with the enviroment or maybe the more effect you will add in the future, i think sticking with mouse is better. I come from Unity but the wierd ragdoll might happen because of the collisions and the navmesh is still enabled. I also purchased the synty bundle, looking forward to make games with it. :D Awsome style no matter what the crybabies say about 'asset flip'. Impressive work for 3 weeks but sadly you already experienced the "screw it, im scraping it" part aka selfdoubt. You CAN do it, just take small breaks, maybe work on something else when you experiencing burnout. Your first game not going to be perfect, you need to accept this but you can always remake them in the future with more experience.
@@mrzaphkielYT yeah I’m not 100% attached to anything in the game. The red arrow would be a placeholder at the very most, so I’ll keep you updated :)
Thanks for the kind words! I’m very confident so far. A lot of progress but a LOT more to go
the game looks rlly fun.
Great video
Boyyy I remember how life changing DSL was when we got it.
Lmao I miss the dial up tone tbh
Bro im colorblind your green cursor had me dead😂
Great seeing another 90s kid breaking into indie! I'm working on making a more retro ps1 era arpg. more so like square enix hd-2d games
I love that HD2D style, I am super stoked for the eventual release of the Dragon Quest remake! I know Cobra Code on RUclips has some great 2.5D tutorials
amazing video, you just got a new sub ❤
@@Ethzz. cheers man glad to have you :)
The game you played when you were a kid reminds me a lot of Argentum Online. A game that was a hit in Argentina about 20 years ago. You should check it out
As a game developer student, I can say that this is pretty impressive for a beginner! Curious how the project will turn out!
They teach game dev in schools there?! 😮
Alright, I am here too now.
Cool. Synty is cool but make sure you give it your own flavor at some point.
Fantastic starting project! Really great to see how you put it all together.
Where is the game going? How are you going to manage the scope?
I definitely intend to keep the scope concise, I know that’s probably the main reason people never end up releasing game that they work on for a long period of time. Once I set up all of the core systems and get Minimum viable product I will get working on content design and expanding the systems that are implemented to make gameplay deeper and more varied
Gud stuff, keep going
I think Critical hits with a melee weapon would be interesting. Also, a skill/stat tree would be interasting.
Certainly, crits will be a thing! Gotta let people have some variety to their builds.
Oi man, quick tip / feedback.
For the video, change the thumbnail. The main issue is the Synty character.
Normal players aren't fans of Synty. It's a common belief that games that have them are typically "Asset Flips". Saying that, my indie game actually uses Synty assets.
The way I got around that was simple. I didn't use their characters, and I made sure the environment was custom. Making lighting & post processing changes made it look beautiful and unique.
I appreciate the feedback! I actually didn’t even know about Synty till I saw their humble bundle sale so I must live under a rock 😂
Best of luck with your game dude! Very exciting stuff.
@QuestDev I love Synty stuff, I intent on using it for any game I make that goes for the low poly esthetic. 100% of the assets in IHML are Synty besides Jeff, the main character.
I have no issues with the assets of course, just random people do.
I think you have a solid chance of growing a great community just based off your communication skills & editing. Just keep it up man!
@@WinclarkYT oh yeah I’m a big fan. Will probably snag some more assets as funds come along.
And I appreciate the kind words! I have experience on RUclips, so I’m hoping to translate that into some success for this channel as well. Should probably get some branding 😂
I am also 90's kids. I have 20+ years experience as a software developer. I started to check things about games and decided to develop game. I work on my game last 6 months. My goal was to create mmorpg game like knight online or world of warcraft. Pretty fun to work on very big project as a single developer without knowing anything related to game engines or 3D models etc. Very exciting to learn all details and apply to the game but sometimes painfull even for experienced programmer. Do not stop to work on this project. I hope you will reach your goal even if it is for fun.
You should name that Indie game as Project Caesar.
@@Old_Sealand wow.
@@QuestDev Wow.
I can officiate say im a part of under 2k subscribers group
I love the character creation! Did you watch a specific tutorial?
@@iamjasian not anything particular, just kinda fumbled through it, but Unreal University has a pretty in-depth one I referenced a lot
How early in development did you start looking at art? I am making a physics puzzle game, also in unreal, also a solo dev. I don't want to waste time on assets before the gameplay is hammered out, but I am about to start playtesting levels, and I am concerned the lack of anything but placeholder art will make those levels needlessly difficult. (like if the player can't tell when there jetpack is on, since it has no graphics yet)
I didn't really design any systems past general gameplay till I found art. If it will help push your game forward then it seems the most natural path!
Really cool! I'd like to learn more about your camera and movement system. Do you have resources on those?
Sure, starting with the third person template I just set the boom arm to have a longer target length and not inherit the players directions, I then removed the players camera controls. Super simple!
@@QuestDev You're right. Super simple. I've been working with the top down template. Perhaps I've asked the wrong question. I was interested in your project zombioid style movement.
Ah! Essentially it’s an event on mouse right click that gets the players rotation, gets the mouse click location via a ray trace, then takes the Z value from those rotations and tells the player to turn to the cursor, and you can add an interp to let it turn smoothly
@@QuestDev my guy, thanks for this. You rock!
smartpoly is pretty good for unreal engine
Oh yeah totally agree! He is very knowledgeable and gives away a LOT of his knowledge for free.
3:50: Why does the ragdoll fly away? A ragdoll simulates physics. This kind of physics behavior usually appears, if two physics objects overlap. If the sword has a collision, it could be the reason for this. Otherwise the skeleton physics asset might be overlapping itself.
It ended up being the skeletons physics asset, which was weird considering I was just using the mannequin one
I was about to type that haha
hi man. grate work. i am in love with your work. i am 3d modeler and learning unreal. if you like i can help with making more low poly assets for the game for free,
Have any advice or vids for learning blueprints?
My biggest advice is do NOT just follow tutorials, but pause them often, understand WHY they use each blueprint, what inputs/outputs do what, and then move on. A lot of the larger channels tend to just kinda poop out a ton of super simple videos that teach you specific things and utilize like 0 best practices, so I would tell you find a teacher you like and stick to them. Ali Elzoheiry is great, Click.o is also very good!
@@QuestDev ok thank you, I been on the fence with game engines. Figured unreal would be my best choice since lack of coding knowledge. Just wasn't sure where to start first.
W
Where did you get the animations from or are they custom made?
Mixamo or stock unreal engine animations in most cases
Chewyshoot? Rhadamant?
Hey there ❤️
Chewy here
@@QuestDev Hi! Love to see you explore new lands of game development. Sorry for the voice mistake, you guys sound pretty similiar :D
why not do it in 2D?
Because isometric has swag