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How I Overhauled Combat in my Sci Fi FPS | Devlog 12

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The Unity Guy

The Unity Guy

Күн бұрын

Hey everyone,
Sorry for disappearing for a couple months, but I'm back and I'm hoping to get a couple uploads out before school starts again. The enemies I've shown here aren't final as I still plan to add other enemies, new features and have a lot of bugfixing do, but they're good enough for me to finally move on to level design.
Devlog 13, which will be dedicated to level design will be coming out soon so stay turned for that :D
Timestamps:
0:00 Intro
1:35 Chapter 1: Recap
3:21 Chapter 2: Gunplay
6:04 Chapter 3: Enemies
12:54 Chapter 4: One Last Note

Пікірлер: 130
@martyboi5609
@martyboi5609 Ай бұрын
I feel like your visuals could use some more contrast. I don't mean a post processing effect, but actually making darker things darker. There is nothing really distinguishing a distant wall from an enemy right in front of you- since the color schemes and saturation and values of both are very similar. I think it would really help with readability
@TheLTak3r
@TheLTak3r Ай бұрын
Lol you got ignored
@martyboi5609
@martyboi5609 Ай бұрын
@@TheLTak3r bruh
@Zorrio
@Zorrio Ай бұрын
I was thinking the same thing, darker shadows and contrast could be very beneficial imo
@VultureMax
@VultureMax Ай бұрын
@@TheLTak3rhe actually didn’t if you look at the newest video. The visuals got improved a lot.
@VultureMax
@VultureMax Ай бұрын
@@Zorrioyou should look at the visuals in the newest episode because they look amazing 👀
@KatsoGoGo
@KatsoGoGo Ай бұрын
Very lovely game dev, keep it up! In my humble opinion, I believe to add more satisfactory to your enemies, add more distinct movement to them. For example, the smaller drone could move side to side quicker, the tank would be slow, the soldiers would dash/boost backwards to avoid your shooting. Also, different testing area could show the potential of the enemies. Guess this could mean, write down what each enemy would do and try to achieve that?
@theunityguy_yt
@theunityguy_yt Ай бұрын
You're totally right, and pathfinding is definitely still the weakest link with enemies. However, I do plan to return in the future to improve them and add a few new ones (e.g. a guardian enemy that heals). My goal here was to create a set of enemies that would be good enough to move on to other things and good enough so that I don't end up scrapping them again ;D Also, unity's navmesh (the thing for pathfinding) is absolute trash and has no support at all for flying agents like the drone so it's all a bit scuffed. However, you're totally right, and I do plan to return to movement as it's a great way to add character :D Thanks ^^
@corranhorn85
@corranhorn85 Ай бұрын
I think you have a ton going on that looks really great. The visual design and weapon feel looks spot on. The biggest issue I think is that it just looks lifeless. I think you have the right idea about humanoid enemies, but the execution kinda just resulted in more floaty turrets than actual humanoid characters with life. I think if you could actually get some enemies that walk on the ground, on two or more legs, it would go so far to make them feel actually different from the other enemies and more alive. There's a very stark contrast currently between the player character, which feels very human and familiar, and the enemies. Particularly with how smoothly and realistically the gun manipulation translates as you reload. It could work for something more dystopic as a lone survivor type of thing, but I think it would feel better to have a world with creatures that feel as grounded.
@Csbees
@Csbees Ай бұрын
Lighting, please add cool lighting. The new art style looks epic btw, even better then before!
@SageMuy31
@SageMuy31 19 күн бұрын
For gunplay, an overlooked element of satisfaction is the sound the gun makes tapping/spraying/hitting/killing. Also for visual hit marking you can have enemy body/body part highlighting on hit. That always makes gunplay satisfying
@karyjas1
@karyjas1 5 күн бұрын
They need animations to show theyre alerted, maybe they need to reload, or they overheat, maybe they get into a defensive mode, maybe due to different health they behave differently, like becoming more and more defensive. Generally they should be more animated i think, and there is a lot of opportunity for satisfaction and liveliness
@DanielMcNeil-c3g
@DanielMcNeil-c3g Ай бұрын
Welcome back, your work is an inspiration, keep up the great work.
@theunityguy_yt
@theunityguy_yt Ай бұрын
Thank you ^^
@MaximusOvernight
@MaximusOvernight Ай бұрын
i'm gonna buy this day one when it launches, good luck!
@theunityguy_yt
@theunityguy_yt Ай бұрын
thank you ☺ means a lot ^^
@hardtailfails
@hardtailfails Ай бұрын
I think you're going in the right direction but just remember to focus on the fun factor before anything else, is the game fun is all that matters in the end this is why a simple game can make millions like lethal company
@lazercatanimations
@lazercatanimations 23 күн бұрын
Since this is a Sci-Fi game, it would be on theme if you add interesting weapons like a coil gun or anything else in that direction
@ADo_Bad_Idea
@ADo_Bad_Idea Ай бұрын
Well, if you want a specific combat experience, you have to force the play to play like that For example: If you want the movement to be fast and the player to always run around, then make the terrain large and easy to traverse, where keepings momentum is easy. The enemies should also reward that style of combat, by a combination of reward for moving, and punishment for not.
@Bruhtatochip742
@Bruhtatochip742 Ай бұрын
I remember when an indepedent developer did devlogs of a sci fi FPS. I hope this can fill that void.
@Sloppy_Sloppy
@Sloppy_Sloppy 5 күн бұрын
Davie… i think
@eli_the_great
@eli_the_great Ай бұрын
A great video as usual man! Since you mentioned level design next time, I'll add that I'm super excited to see what those look like! I'm also hoping we'll get to see what you might be thinking for movement abilities, if you include those. As a sci-fi shooter, you can do pretty much anything with the movement - dodge rolls, double jumps, dashing, etc. (Movement is my favorite part of video games, so excuse me if you decide not to do anything with movement).
@theunityguy_yt
@theunityguy_yt Ай бұрын
Yea, I'm definitley going to put a lot of love into the level design video as I'm super exited for that. Sadly, I'll be pushing all the movement mechanics to a bit later on. However, I can pretty much guarantee that I'm going to do my best to get cool movement mechanics into the game as I'm just as exited to get those up and running (and I think it'll make combat that much cooler :D)
@giggio1747
@giggio1747 Ай бұрын
Very cool! I guess that you could add some partial destruction and hit effects to the enemies as well. As they are not organic creatures but rather hard surface machines, we kind of expect them to malfunction as we damage them, instead of just being alive until it explodes. It will add another level of immersion to the game feel!
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea i was actually thinking about that some other great ideas brought up by other viewers have been things like critical hit points and different types of health that takes different amounts of damage from different weapons thanks for the great idea!
@a2_games
@a2_games Ай бұрын
I think majority of the enemies should strafe to the sides , humanoid robots should have much more animations (various hand formations, body spin and so on). I guess there is still lack of enemy dynamics .
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea, gonna have to work on pathfinding and enemy animations
@user-lp1fu4nv1f
@user-lp1fu4nv1f 19 күн бұрын
Lore idea: make it so that the player is the baddie and he’s trying to conquer a planet, and the people of the planet are just trying to defend themselves, but make it like a plot twist so its a surprise for the player
@FugaceFugite
@FugaceFugite Ай бұрын
Nice progress ! Those enemies look quite satisfying to play against. One thing on the visuals is that the enemies don't really contrast with the background much. Right now most (if not all) the attacks you shown have to be dodged after they have been fired. You could vary that with a hitscan attack that clearly telegraphs when it's coming, you'd have to pay attention to the enemy instead of the projectiles for this one. I was wondering if you knew about the Shift + Space shortcut in Unity that allows to quickly maximize and unmaximize any dockable window by hovering above one and pressing it ? It'd probably be a lot better to watch those gameplay or scene demo moments with the scene/game view being maximized, instead of it covering less than a third of the screen. I would also highly recommend upgrading to a higher resolution monitor, for your experience primarily though it would also help with the video quality. I can't stress enough how much better it is to work with space on your screen instead of constantly resizing or scrolling around to see specific things. A 1440p monitor would feel like a revolution, pretty much guaranteed !
@theunityguy_yt
@theunityguy_yt Ай бұрын
Great tips man! I started trying to contrast the enemies from the background with the red emissive materials, but that's definitely something I need to work on. Telegraphing is also a great point, and I'll probably revisit that in the future (e.g. a dotted line that pop's out before the spinning laser to indicate that it's coming) About the hardware side of things, I'm stuck developing this game on a laptop as I don't really have the budget right now to buy a pc and I'm going to be moving out in a year (entering grade 12 this year), so I don't really want to buy hardware that I can only use for a year. BUT, if I somehow keep this dream alive through university, I might be able to get a nice little setup later on :D
@limestoneMinecraft
@limestoneMinecraft Ай бұрын
I'm sure you will succeed. Good luck dude
@ailascott
@ailascott Ай бұрын
Super fun watching you blow stuff up!
@dylancarey8120
@dylancarey8120 25 күн бұрын
I like your video!!! The project looks amazing. I would recommend watching a video by the developer of Patch Quest. He talked about how he developed a game for 2 years without play testing or having a fun simple game loop made and he ended up scrapping and redoing the project. I would 100% recommend to focus on the fun game aspects of the game first and make sure the combat and game loop is fun and then go back and add all the details you want too.
@theunityguy_yt
@theunityguy_yt 19 күн бұрын
yea! I'm actually working on a demo to ship out soon and get feedback on gunplay, combat, level design and other minor forms of gameplay ^^
@therobberpanda
@therobberpanda Ай бұрын
I'd love to see how you make the models, It's something i struggle with so im sure it would be pretty useful. Good video!
@mbags3847
@mbags3847 Ай бұрын
Loving how the game looks so far, but I feel like a little contrast is needed
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea this is something that a lot of people have actually felt luckily enough, i've been working on level design recently, and i've made a couple changes that have increased the amount of contrast. the game still needs more color, but its worlds better than before
@mbags3847
@mbags3847 Ай бұрын
@@theunityguy_yt Can’t wait to see it!
@argosbrave6415
@argosbrave6415 Ай бұрын
I can't wait to see you make that Inspector smaller in the next devlog, lol. Subscribed I'm serious about the Inspector tho
@grobnermer
@grobnermer Ай бұрын
Love the art style. Definitely getting this game
@laserpipes2869
@laserpipes2869 Ай бұрын
Finally the great unity guy has returned from his cave
@disposedshelf
@disposedshelf Ай бұрын
Titanfall 2 mentioned let’s gooo!!!!!!!!
@fulcrum3783
@fulcrum3783 Ай бұрын
also the reason all of the enemies feel the same is the movement code you need to make them do something other that move toward you until hitting an invisible ring like make the flying enemys move around you and strafe and go really high to drop things on you and make the tank move far slower than the player but do devestationg ranged damage making the player go to them
@sebazh.677
@sebazh.677 Ай бұрын
Love the enemy models, idk if its just the testing area you used but itbfelt like they blended into the background a bit. Maybe if they were a different color it would distinguish them a bit
@theunityguy_yt
@theunityguy_yt Ай бұрын
definitley something i'm going to have to work on - it's actually been a big problem and has been brought up by a lot of people so this is something i'm going to have to work on.
@mercerwing1458
@mercerwing1458 Ай бұрын
Up the colour saturation on the enemies, they aren't distinct enough from the environment. 5:47 The loot balls are too similar to each other, from a distance they all look like spheres, make the shapes more distinct like cubes, spheres and pyramids, also increase the saturation of their colours, they are too similar to each other. Don't be afraid of colour.
@theunityguy_yt
@theunityguy_yt Ай бұрын
i've actually started to work on fixing the color issues as i'm working on level design right now i also totally get what you mean about the loot, and I think it's because of how unsaturated and bright they are so i'm gonna fix those as well
@seinarukishi9228
@seinarukishi9228 26 күн бұрын
@@theunityguy_yt My humble opinion is that you should boost the contrast. Counterstrike has a feature labeled "Boost player contrast" that you could use for inspiration. Another way games go about it is by putting a faint outline around enemies. Halo infinite is a good example of that.
@RaffaiBence
@RaffaiBence Ай бұрын
A long range mortar like tank enemy would be pretty sick and it could have drones guarding it for support.
@theunityguy_yt
@theunityguy_yt Ай бұрын
Damn that's a good idea! Drones guarding some kind of heavy enemy... that's an enemy interaction that never occured to me! I will write that down :D thank you ^^
@diascharumadushan5874
@diascharumadushan5874 29 күн бұрын
I'd love to see your progress watch all videos and good luck for your dev. Just one question where you can find that art style? Guns Environment enemies you model them your own using blender or something. Hope this will help for another dev like me
@teamnexusgaming4813
@teamnexusgaming4813 17 күн бұрын
this looks amazing and i would 100% play this game, i do think the enemies are great but i didnt see enemy that was more fast paced. you should make a enemy that is small and runs around and climbs on the wall while rapid firing at the player. or like a thick laser beam. i dont know it seems like it would give the player that little fear in them when they see 3-4 of them along side with a tank or somthing. just to give that varriaty.
@Derpy_Phishie
@Derpy_Phishie Ай бұрын
How have I not seen this on KZfaq before, this game looks amazing, keep up the incredible work! I will say though, although the enemies look fantastic, and the attacks are pretty good, but they do feel a little too similar to each other. This might be overly complicated or annoying to do, but giving each enemy a unique way of attacking or unique attack could help a lot in making the enemies not feel the exact same. (i.e. have one drone use smaller missiles, and another that uses large ones, another hit-scan lasers, or have the mini-tank be incendiary weapon focused and the big tank focus more on lasers or explosives) You don't have to use my exact examples, but I think it would help a lot in making each enemy feel unique instead of feeling almost identical in how they attack with the current system of reusing weapons a lot. Important thing to note, I am not a game dev, but I do think this could help in making combat feel better.
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea, that's a great point but it just requires a lot of time. I was stuck when it came to coming up with NEW attacks, but creating VARIATIONS of attacks for each individual enemy sounds like a great idea! thanks ^^
@ReverseFlash.
@ReverseFlash. Ай бұрын
He is back
@theunityguy_yt
@theunityguy_yt Ай бұрын
I can't leave you guys hanging for too long... 😅
@ReverseFlash.
@ReverseFlash. Ай бұрын
@@theunityguy_yt yes sir
@dobrx6199
@dobrx6199 Ай бұрын
Nice, looks great!
@notmousasalloum
@notmousasalloum Ай бұрын
Wow amazing gme!Lucky u have a huge audiance ,im working on a game ive done 1 devlog and it got barely 8 views..😂😢
@theunityguy_yt
@theunityguy_yt Ай бұрын
Wow thank you! I know i've been lucky enough to get nearly 3k subs, but it feels like yesterday when I barely got more than 10 views (if you scroll down my channel, you'll see my old videos and they were an absolute mess 😅) If there's anything I can tell you, it's that the youtube algorithm is totally random, so you just have to hope that one of your videos will blow up. I've been lucky enough to have a couple blow up, and whenever I feel like quitting, another video does well 🙃 if you just stay consistent, i'm sure people will eventually find your channel ^^ Best of Luck ☺
@Wesley-kd9zf
@Wesley-kd9zf Ай бұрын
Slick
@Aleod_
@Aleod_ Ай бұрын
I find that the enemy canons target the feet of the player Wich is weird I assume your target point is at the feet
@harmlessfence
@harmlessfence Ай бұрын
A big part of satisfying gunplay comes from the visuals and sounds. The hitmarkerks are a decent way to give player some feedback, but you might want to look for more punchy weapon animation assets or even invest into an animator once you're on the final stretch. As an example, Bungie are a masterclass on satisfying gunplay. Say what you want about Destiny(it's ass imo), but its gunplay is unmatched. Bungie pretty much perfected the idea of satisfying weapon visuals. Not only are the weapons punchy and weighty, the enemies have appropriate reactions to being shot at. Small arms like handguns and SMGs make them flinch, while large weapons such as handcannons and shotguns make them fall backwards when hit but not killed. The enemies also "dodge" shots that you miss near them, just to give that extra feedback and make them feel a bit more lively, even though they didn't actually dodge anything and you simply missed. And of course, they have satisfying death animations and visuals when you finally do get the killing blow. Implementing some kind of simple destruction system for your enemies would already go a long way to giving the player proper feedback. Doesn't have to be anything super flashy. Even a few predetermined destroyable areas can make it feel better, and also gives the player proper reference on the damage they're dealing, especially on tougher enemies. Deep Rock Galactic does this by segmenting the enemies' armor into chunks which then break off when damaged, and the exposed areas will take more damage once the armor is removed. Your drone enemies may not need too many animations for being shot at, but the humanoid enemies will most definitely need some to better drive home the power behind the player's weapons.
@theunityguy_yt
@theunityguy_yt Ай бұрын
great points and I'll definitely take a look at Destiny 2's gameplay to see if I can take anything away i've also got a lot to improve when it comes to the enemies, so i'll totally be coming back to them some time in the near future :D
@Ran_Dum
@Ran_Dum Ай бұрын
Have you heard of Arcadian Rift?
@theunityguy_yt
@theunityguy_yt Ай бұрын
I have and actually mentioned it in another video. After finding out what happened with the developer, I was so sad because I really wanted the see the project on the market, and I still can't believe he was that kind of person. However his project was actually a source of inspiration for some of the enemies in you may have seen in this video
@Ran_Dum
@Ran_Dum Ай бұрын
@@theunityguy_yt Yeah it's a shame. Your game really reminded me of it! Anyway, I wish good luck with your game and school I guess.
@uncertawn
@uncertawn Ай бұрын
I think it would be fun to give enemies weak spots which would be hard to reach but would do extra damage
@theunityguy_yt
@theunityguy_yt Ай бұрын
critical points is actually a feature i've been thinking about as well as different types of health that take different amounts of damage from different types of attacks thanks for the idea :D
@uncertawn
@uncertawn Ай бұрын
@@theunityguy_yt NP! can't wait for the next devlog😄
@johnsysays
@johnsysays Ай бұрын
1) The white and blue theme is fatiguing for me to look at. That's just me though. 2) The enemies need way better aim. I kept waiting for them to hit you but they never did. When they land a couple of shots dead on that's when their threat becomes real and they command some sort of respect
@Wh4I3
@Wh4I3 Ай бұрын
you could try adding a tiny random rotation to the hit markers
@theunityguy_yt
@theunityguy_yt Ай бұрын
oh yea i've seen that in other games and thought it felt really snappy - will give it a try :D
@TheGobou77
@TheGobou77 Ай бұрын
i still think your enemies have too many attacks. but it's good nevertheless. i can use a very simple exemple, real life tanks (and helldivers 2 automaton tank) where an enemy with big health and big damage is such a big constant threat that it changes the dynamic of battles enven though it has 2 attacks: main gun and machine gun. have you tried to make a prototype map with multiple enemies yet ? just enough to prototype the gameplay and get an honest feel about it
@adacskipper
@adacskipper Ай бұрын
Awesome work!! Btw, one tip I would have when it comes to enemy design, and art direction as a whole, is to really study shape design. Currently your enemies all look fairly similar, with big, square, tank-like appearances; varying their silhouettes more would help communicate to the player what to expect from the enemies they're fighting. Especially if you're making a fast paced game. I would take a look at Destiny 2's enemy design for reference on good shape design in a fast paced environment. Also, shape language can also be used for story telling purposes quite effectively as well. This workshop from Hardy Fowler might get you started: kzfaq.inforgqM156aRxY?si=KtinagK2XXurhZyh That being said, this looks really great and I can't wait to see it finished!
@theunityguy_yt
@theunityguy_yt Ай бұрын
This is a great idea, and one that I've never really looked into. I thought it was a good idea keeping the enemies looking similar, but I totally see how that takes away from their individual character.
@_KillerD_
@_KillerD_ Ай бұрын
i don't know if those are the final weapons but it would be very good if you made more unique weapons. The enemies and environment is so cool and futuristic, i think that a normal assault rifle and pistol don't fit that much.
@theunityguy_yt
@theunityguy_yt Ай бұрын
the reason the weapons are look like typical weapons you'd see today in contrast to the futuristic environment is actually tied to the story for the game however, I have actually been thinking about creating a set of sci fi futuristic weapons with unique projectiles such as missiles and lasers.
@vegitoblue2187
@vegitoblue2187 Ай бұрын
You might wanna pool the projectiles if you want your game to run well.
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea, i haven't really focused on optimizing the game that much yet, and pooling projectiles is definitely one of the things on that list
@RainFall800
@RainFall800 Ай бұрын
If you want to perfect gunplay, look at Destiny 2 combat. The game has its issues but the gunplay was its strongest element. Study how the enemies react when being shot at. A key element is also the sound like headshoting a fallen making its head pop and have this air gushing out sound. Amazing work so far goodluck
@theunityguy_yt
@theunityguy_yt Ай бұрын
hey thanks man! Destiny 2 seems to have incredible gunplay considering a few other viewers have actually brought it up. will definitely take a look - thanks for the idea :D
@haimalexandernikolchook8280
@haimalexandernikolchook8280 Ай бұрын
1:26 - 1:36 can you give the link/name of that music? I think it was called game over or something but i can't find it
@theunityguy_yt
@theunityguy_yt Ай бұрын
oh sure no worries: kzfaq.info/get/bejne/n7ClZc-oqJmUY5c.html&ab_channel=QuintenCoblentz the beat drops are so tuff
@haimalexandernikolchook8280
@haimalexandernikolchook8280 Ай бұрын
@@theunityguy_yt thanks man!
@theunityguy_yt
@theunityguy_yt Ай бұрын
@@haimalexandernikolchook8280 no worries :D
@Somethinorother.
@Somethinorother. Ай бұрын
Does the tanks big gun actually fire? Otherwise I don’t see much of a point in it being there, it just miscommunicates the function of the enemy. Also, the bullets on the turrets look a bit wimpy, like they wouldn’t deal that much damage
@theunityguy_yt
@theunityguy_yt Ай бұрын
The big gun does actually fire projectiles along with the machine guns on the side of it. I just didn't put a clip of the attack in the video. I'm also not really sure how to make the projectiles not look 'wimpy', but if you have any ideas lemme know :D
@pooi3606
@pooi3606 Ай бұрын
@@theunityguy_yt Hey man, if you want your projectiles to look more dangerous, one thing you could try is increasing their velocity and size. For example, on large guns make the projectile hit scan, and the length of the barrel with a long charge up. Sort of like the charge rifle in Apex legends if you know what I mean. Also, if you want everything about the attack as a whole to feel more like the enemy is actually trying to kill you, make the cooldown of enemy attacks a lot faster. In some of the clips you played, the enemies seem kind of slow, almost like they are giving the player leeway. If you make it so the enemy is constantly attacking, I think the game may feel better But idk. Great job so far, I cant wait to play this game when it launches :)
@theunityguy_yt
@theunityguy_yt Ай бұрын
@@pooi3606 great point, and having quick attacks is actually what I initially went for when designing enemies. the problem was that with enemies that constantly and quickly attacked, having several of them attacking you at the same time made combat a complete mess having charge up attacks is definite a polishing objective that's on the list :D
@AEstelleStudios
@AEstelleStudios Ай бұрын
what software do you you for making roadmaps that you showed 2:15
@theunityguy_yt
@theunityguy_yt Ай бұрын
oh that's canva! I don't even have the pro version and it's still so good :D
@AEstelleStudios
@AEstelleStudios Ай бұрын
@@theunityguy_yt that's great ... I'll try to look it up did you write all those points by yourself? Also, are all these models modelled by you?
@tzav
@tzav Ай бұрын
I gotta say. I really hate hitmarkers. It feels to me like such an immersion breaking and cheep and artificial way to create "satisfaction". I'd rather have games with good response mechanics like ragdolls and blood or other forms of in game responses that fit the narrative of the game. having a hud or audio element for something like that just takes you away from the game. It is kind of frustrating for me that in the recent years basically every game is using more and more excessive hitmarkers to create fake sense of satisfaction... anyway - good luck on your game!
@theunityguy_yt
@theunityguy_yt Ай бұрын
great point... i never really saw hitmarkers from that point of view 🤔
@lazercatanimations
@lazercatanimations 23 күн бұрын
It would be cool if you could make an enemy inspired by the droid from the movie Oblivion
@theunityguy_yt
@theunityguy_yt 19 күн бұрын
oh yea! I think i saw another dev do something like that and it looked really cool: kzfaq.info/get/bejne/hbtjdZZ1kpuWpac.html&ab_channel=MythicLegion will give it some thought for sure ^^
@cluelesscyber2038
@cluelesscyber2038 Ай бұрын
tuff video
@ReverseFlash.
@ReverseFlash. Ай бұрын
Do you have tips for anyone that wants to start game dev in unity
@theunityguy_yt
@theunityguy_yt Ай бұрын
Oh man I have a bunch, namely because I did almost everything wrong when I started out 😅 1. Learn individual skills first - don't start gamedev by making projects, start by learning the basic skills necessary (coding, modelling, using game engine of choice, navmesh/ai, procedural generation, shaders, animations etc.) 2. When watching tutorials, make sure you actually learn and understand what's happening. - During the first year that I was learning game dev, I only copy pasted code from tutorials, and by the end of that year, I still how no idea how to properly code anything 3. Dedicate 4-6 months to just having fun and playing around, but also learning everything you can and then create your first project (something you'd actually like to create) good sources: www.youtube.com/@Brackeys
@ReverseFlash.
@ReverseFlash. Ай бұрын
@@theunityguy_yt Thank you so much for taking the time to write all of this to help me out
@SageMuy31
@SageMuy31 19 күн бұрын
Lastly, I think the explosion is awesome, but it looks out of place, art style wise. Why not try playing around with the explosion colors a bit?
@j1studio-oz5hc
@j1studio-oz5hc Ай бұрын
Wow, great job, but can you do tutorials for beginners
@theunityguy_yt
@theunityguy_yt Ай бұрын
I might think about it, but the problem right now is time. I don't think I can get enough progress done on the game, upload devlogs and make tutorials, especically considering that when school starts back up in 2 months, I'll get buried again under school work. If I do get time though, I'll try to get some tutorials out. Do you mind telling me what kind of tutorials you'd like to see?
@ItsMdogYT
@ItsMdogYT Ай бұрын
I would love to learn your modeling process. Your style is what I’m aspiring towards.
@theunityguy_yt
@theunityguy_yt Ай бұрын
@@ItsMdogYT I might do a graphics tutorial for unity dev's - definitely something i'll keep in mind and try to make room for :D
@rechen2023
@rechen2023 Ай бұрын
Hey this looks awesome! Do you need music for it? I am an audio engineer and composer. Let me know!
@theunityguy_yt
@theunityguy_yt Ай бұрын
this sounds awesome! When it comes to music, I actually want to try and compose my own music as i want to use it as a learning experience, but if I end up going nowhere (considering my lack of musical experience), then i'll definitely reach out.
@thatguytlefeb7555
@thatguytlefeb7555 Ай бұрын
GIVE THE TANK A RAY CANNON, THE TANK NEVER USED THE TANK PART
@theunityguy_yt
@theunityguy_yt Ай бұрын
the tank does have a projectile attack out of the thing but i forgot to include a clip of it in the recording
@WoofleDev
@WoofleDev Ай бұрын
Dawg you hit puberty hella 😭
@theunityguy_yt
@theunityguy_yt Ай бұрын
lol yea whenever i go back and listen to my old videos, I can even believe that's what I sounded like😂
@TheDovlanderofOld
@TheDovlanderofOld Ай бұрын
That Unity Guy discord server when?
@TheDovlanderofOld
@TheDovlanderofOld Ай бұрын
The Unity Guy*
@theunityguy_yt
@theunityguy_yt Ай бұрын
I actually tried to start a server a couple months ago and linked it in a video, but I realized I just don't have the time to really maintain a discord server properly so I don't think I can run one. if you'd still like to join, you can find it here though: discord.gg/pTbQrcBE
@R1fleman
@R1fleman Ай бұрын
you should make a demo so people can give feedback on it, not just you
@theunityguy_yt
@theunityguy_yt Ай бұрын
After I work on level design, I'm going to create a level with enemies and release it as a demo so it's right in the plan :D
@Romanian901
@Romanian901 Ай бұрын
aw man. what a mess. everything is so bright and blue it hurts my eye. tone down the brightness. Is that a damn PIP scope on that sniper? what you need is a vision man, maybe a game designer to help you out. what is this game even if not just "sci-fi fps"
@toadthegod
@toadthegod Ай бұрын
in my honest opinion combat and movement feels slow.
@theunityguy_yt
@theunityguy_yt Ай бұрын
i do plan to add movement mechanics in the future like dashing/grappling/vaulting and i intentionally kept enemies slow in their attacks because everything becomes a mess when I add several enemies all which attack fast together in a single place i really hope that when I create levels and put several enemies together, the combat begins to feel more dynamic, and if it doesn't, i'll try to shorten enemy behavioural stages and increase their rate of fire
@toadthegod
@toadthegod Ай бұрын
@@theunityguy_yt maybe you can simplify missile trajectory, but make it colorful, so player have to dodge or parry it. And I think the game lacks melee enemies that will chase the player or jump on him, or maybe some strong guy with shield who protects other enemies. I know it is difficult to make, but it would be very cool, it may help to combine different units. Also I really like visual style, it is so fresh :3
@theunityguy_yt
@theunityguy_yt Ай бұрын
these are actually great ideas, and I was working on melee attacks for the humanoid enemies but I couldn't get it to feel good enough before releasing this devlog so i didn't include it these are the final variations of the enemies and they will receive improvement, but the biggest change is that future improvement won't involve scrapping these enemies again 😅
@fulcrum3783
@fulcrum3783 Ай бұрын
almost all of your enemies are bosses and have way to many ways to attack make variations for the diffrent attacks man
@theunityguy_yt
@theunityguy_yt Ай бұрын
yea, some other people have pointed that out as well i'm going to be returning to enemies, and i'm going to limit their attacks to 1 or 2
@pleasantlygrim6712
@pleasantlygrim6712 Ай бұрын
I think the enemy designs are a bit too safe. If someone was just looking at the silhouettes of all the enemies you might have a hard time knowing which enemy is which. In Halo you can look at any enemies silhouette and instantly know what species they are and what they can do. I'd say just experiment more with the shape language of the enemies.
@capnc4ke
@capnc4ke Ай бұрын
This all still very much ripped from Arcadian Rift, and it's very apparent.
@abstractumusic
@abstractumusic Ай бұрын
Which honestly is fine... It's cancelled anyway and the dev was a huge ba***rd lol
@capnc4ke
@capnc4ke Ай бұрын
@@abstractumusic If he still gave credit where credit is due, then it'd be fine. Instead it comes off as his ideas, when they're not. It doesn't matter what the dev was like, copying or taking inspiration from others and passing it off as your own is never acceptable.
@abstractumusic
@abstractumusic Ай бұрын
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