I'm a game dev working on a solo project during my free time. Come here to follow my progress on the Silk Road Project, a beat'em up game in which you will have to manage a caravanserai.
For now, I'm the only one working on this project, as I'm enjoying learning every side of game development
If you think this project is going places and you want to help, I have a tipping page set up here: www.patreon.com/guedin
Love the progress this is such a fun and lightweight devblog! I wanted to mention something that you might/might not agree nor address, but I feel that the character moves too fast for how the running animation is, so I think that slightly increasing the animation speed might give the character a feel of a fast ninja as now it feels a bit floaty IMO
I didn't try Unreal UV tools, but it's probably similar results. Since I'm texturing in Painter, nice UV layout is usually not a big issue for me. I can use tri planar projection when I need to apply grain, and on most cases for organic meshes like rocks, uv seams are not obvious. It can be an issue with some shader effect though so usually it depends of situation
@@SilkroadProjectGame yeah figured so also I. Used messed up UVs sometimes from unreal meshes I create. I just create the whole buildings and use their bool lean tools from mega scans to cut out windows and add bevels. Then I take it to substance to texture it all. Quick ass details and AAA workflow. Just thought it’s unprofessional if the UV layout is all jagged up. But gamers don’t care about the layout.
I can't find a business email for you anywhere, have been on all your social media pages. Is there anywhere I could submit a demo reel to you. I'm a voice actor and would love to provide some voices for SILKROAD or possible future projects of yours. I would love to work with you, the game looks great, and the combat looks clean!
Thank you. It's still too early for me to consider voice for the game. I didn't even write a line of dialogue yet :D When I'll be ready and be looking for talents, I'll make a public announcement. Thank you again for the support
this is the first vid I see of you, and I'm here to BEG you to keep showing this highly technical dev blogs. I have no idea how ur doing half of it, but knowing it CAN be done gives me clues as to where to start implementing these little, but important details into my own project. The artstyle and mechanics are of course important, but the little things like the stone scattering and individual branches moving really sell the hole package :)
I'm really glad you found those talks interesting. When I work on my project and find cool tricks I enjoy sharing them, but I was worried people who feel it's too technical and unintelligible. Thank you for the kind words ;)
@@SilkroadProjectGame sorry to ask you, but is there any place, course, or maybe series in YT that you would recommend to learn deep combat system similar to what you have? yours looks amazing (love the camera trickes you pulled off) so thought that maybe you learn it somewhere. I haven't touched combat yet, so thought you could have some ideas where to start that wasn't just "How to pick up sword' tuts... cause there's a million of them alrdy :(
@Tenchinu hmm, I would have difficulty pointing toward just a tutorial in particular. I struggle a lot with the camera, mainly because I wanted something too specific to find a tuto. If you're starting with blueprint, I'm sure you'll have no problem finding plenty of starting a tutorial. After that, the channel I like to check is Thomas Wadstein, that has almost a video for each of the blueprint nodes
@@SilkroadProjectGame yeah, there are a LOT of basic, starting tuts on combat, but maybe I was cheating a bit asking for a single full one. lol. Thank you very much! I'll try and research, and in the mean time, keep watching ur progress :)
the ground is a bit too raw and plain it lacks a bit of variations and pathways Red Dead Redemption 2 will be very good reference for the amount of detail for AAA terrain
great work, it takes years of experience to make game by solo , from art to programming. wish i can reach your complete level in a couple of years time, and all the best for your project.
Love your work, gives me similar vibe to many things I love, like JSR and TekkonKinkreet. I was wondering, as a solo indie dev, how do you use tools like Houdini and- Zbrush was it? Do we have to get full expensive subscriptions for all these things or is there some sort of deal/bargain price at particular times?
Thanks, that's good references indeed! As for the software, I bought Zbrush a very long time ago (update 4R2) and pixologic usually made free updates until they were bought by Maxxon. I'm just using my old perpetual license. Same thing for Substance suite and Adobe, I'm still on the 2022 update bought on steam. For Houdini, I'm paying the subscription for the indie version. That's probably the most expensive software I'm using right now
@@SilkroadProjectGame Yeah I love that part of Japanese design, as well as European BD comic art like Moebius and Bilal where the environment is well thought out and the character designs have a lot of style. Your game is definitely the kind of thing I’d be interested in due to the visuals, and your combat looks amazing- I can tell it’d feel satisfying to play. Well done! Thank you for the detailed info about the software. I know there’s a lot of ‘free’ stuff like Unreal, and really free stuff like Blender, but so much other (seemingly essential) stuff has expensive subscriptions nowadays that it can be intimidating for a pauper like me!
Thanks for the kind words! Yeah, I can't say I love those subscriptions trend in software. Especially for software that barely adds features over time (looking at you Photoshop!)
I'm just a gamedev, I like the DevLogs to see how much progress you made, I don't need technical videos. Either way, the character looks so good in this environment already, keep it up! 👊
I love the sound effects and the combat looks flashy and fun. Hooping to see some kind of Parry/Counter mechanic in the future and good feedback on the controller when connecting hits and weight to the characters. Cant wait to see how this continues to develop.
I definitely want to implement a feature based on good timing. I'm still not sure how it'll look, I'd love to explore different gameplay than counter/Parry to see if I can find my own flavor. There's probably something interesting to do with the spirit.
Awesome video! The game is looking super kool. First of the I really love the combat system in your game. The 3rd person movement and combat looks so smooth and fun. That is something I haven't tried yet fully to get it as good as your one. Your game environment looks beautiful and on point. Really like the rock models you made. Looking forward to your next devlog. Keep it up! :)
@@SilkroadProjectGame Tu va devenir addict à Houdini, je te le garanti xD Tu stream encore mec ? Ca fait longtemps que je ne suis pas tombé sur un tes live
@@furyodev1842 Haha c'est bien parti pour effectivement :D En effet j'ai arrêté le stream, malheureusement c'était pas tellement suivi et c'est parfois compliqué de streamé quand personne te regarde :D Je reprendrais ptet si j'arrive a créer de la traction autour du projet
@@SilkroadProjectGame Ah ok, je comprends mec. En tout cas je me rappelle que je me suis inscrit sur Twitch grâce à toi et maintenant je consomme que ça. Tu m'as motivé dans pleins de trucs concernant le gamedev, j'ai même envie de stream moi même carrément xD En espérant te voir de retour un jour. Bonne chance pour la suite mec, je te souhaite le meilleur 💪
I was today's years old when I realized that yes, there is an actual silk road in our world and the project's name refers to it. Also, my heart skipped a beat when I saw realistic materials, first time I was glad to see the Unreal defaul material :P. I can't wait to see where this is going! 💪