Props dude Im trying to learn unreal engine now and its so overwhelming. You chose a great concept and are delivering on it well! Best of luck, excited to see what the future holds!
hi! it's been a while since this video was posted...i watched the whole thing and was so excited to see the end result, so i ended up checking out the steam page, and oh goodness...it looks so amazing!!! in the video it already looked cool to me but you've upgraded and added a ton of stuff that just makes it look even better! i bet people'll love your game. great amazing job you did
Hi. I'm trying to use the unreal engine, but I don't know if my computer is powerful enough. Can you help me? What kind of PC are you using? And what do you think about it: CPU: i5-11400f GPU: rtx 306012gb vram RAM: 16gb but i will upgrade to 32gb in the future.
i feel like the only thing currently missing is shaders to make the game look more beautiful, just like in mario kart, they rely heavily on shaders to make their game looks extra juicy
okay its a good way to aproach by starting first in the story mode of the game but one question will be any possibility to have a multiplayer mode where you play and you can compete against others players online and leveling up on the ranks and diferent types of maps and all of that i think the game with a multiplayer mode and diferent maps will become the next big thing
I've seen hobbyist devs make multiplayer mods for games that did not have those features at launch, and do so in mere weeks. If you find implementing multiplayer to be cumbersome, maybe you could outsource that work to a friend or fellow developer.
The game looks so cool, but I feel you. When my game gets playtested im always praying that my game doesnt completly break. But its normal, you cant find everything right away.
For some animal diversity, you should add a reptile character, but cause he’s cold blooded, have him super layered up, with only his snout sticking out of a parka or smthn.
I’ve followed the dev, but in the end I don’t like that it’s so similar to super mario kart. Ok that is declared to be inspired by it, but I think it’s too much. One thing is inspiration and another is lack of creativity. I think you could have focused more on YOUR creativity. Btw I’m not hating the game and I’ll sure play it :) this is just a personal observation
I think for at least one part of a level, you should ski over a frozen lake, with some parts of the ice potentially cracked/broken so the player would fall through.
The description of Nash's body, personality, and temperament seem hella mean spirited. In terms of crafting I know everyone is different, but I don't like it at all and the usual ingredient spam / item bloat that tends to come with it. It's also disappointing seeing so many indie and AAA games include crafting. Not every game has to have it.
This is one of the most fascinating dev logs I have seen. I love seeing devs go through the mistakes they made and not shy away from using blueprints either. Visual scripting is awesome.
Tbh I feel like most, if not all the playable characters should at least have one major redeeming trait to round them out, and instead of having one protagonist they each have their own version of story mode like Smash 64. You don't have to drastically change the story though, the major plot points can stay the same.
I NEED every playlist, tutorial, video, you have for minutes 3:37 - the end. This is everything ive been struggling to find resources for, for the last 3 years! 🥺
I think the previous boxes where much cleaner. The new one are to complex in design and with those "coins" above way to obtruisive. Also are the new colors are to similar and the blue hides to well in the environment. No need to revert back, but maybe some changes could go a long way.
I have to say, I'm impressed! On first impression, it looks to me like a mix of Mario Kart and Splatoon but for skiing. I could see myself playing that game!! (I had already subscribed as RU-vid recommended me devlog 7 first and I added it to my Watch Later) The art style is cute and, as I found out through a previous log, the fact that both the character design and 2D concept art were done by a comic artist had tickled my inner bookworm!!!* *For context, I'm more of a comics person than a video game person as a result of my background On a side note, something I found interesting to me is, instead of discovering Puppy Knight at a Zine Fest booth like you did, I discovered it when one of the French-speaking artists I follow (even though I don't speak French) reposted an announcement that the book had been translated into French, and as you may have guessed I did a search for the author and illustrator names and added the original to my Goodreads ‘Want to Read’ list. It was only with one of your previous devlogs (episode 7) that I remembered the artist's name, Josue Cruz, and added his name to my private art style tier list (a set of Milanote boards where I privately take note on what I like about each artist's and illustrator's art style and visual development skills so I can make a list of what I want in my own art style). You having no interest in comics but having one catch your eye when someone pulled you into a Zine Fest reminded me of how a historical fiction film a family member pulled me into watching had led to a series of events that put an end to the dark ages of my life, allowed me to open up, and eventually discover books, animations, and games I like, as well as retrying digital art but with more inspiration. I was also reminded of a game idea I'm working on as a side project, as in that, I dreamt of hiring a specific artist to be the art director and lead 2D artist, chiefly because he was one of two artists who worked on the game that's serving as my primary source of inspiration, and he did a lot of the 2D art and claymation model sculpts for that. That would likely never happen in real life as I can't work on the project full-time (I still work on it from time to time due to it being solely fuelled by the game's story having stuck as my current autistic obsession), and I can't currently afford to hire anyone else to work with me. It does, however, happen that one of my projects I'm trying to focus on is digital art. Maybe one day the game would actually be playable, but for now it only exists as a collection of ideas, inspiration, and notes born out of a daydream I had, however I did also imagine reworking the game's story into a graphic novel as a last-ditch effort, but I do want it to be a game in order to stay true to that daydream. I just hope I can allocate more time to working on art. As much as I like Splatoon's use of constructed languages, I like how you and/or Josue instead went with having readable English text within the world, but mostly because I plan to do the same thing with my game idea (though in my case because I took inspiration from Aardman films that feature Nick Park's art style). I don't know why, but to my eyes, your choice of UI font looked a little off to me, however I assume that's just a placeholder, even if it somehow reminded me of Scott Christian Sava, as I imagine doing something similar with my game idea (where I'd use a placeholder UI font before deciding on or creating the final font, so I can create the art first and find or create the font later). I still have to check your other logs to see if the font is actually being used as a placeholder. (16:41) ‘…this really mediocre particle system…’ ‘Oh, that's the ability… you make everyone blind’ ‘We streamed on Twitch … and only ended up talking about Splatoon six different times’ At this point, I was reminded of Splattercolor Screen from Splatoon 3, and I now imagine you implementing something similar to that and/or the black ink from Mario Kart, something to temporarily blind other players. (17:04) and then humming Calamari Inkantation. Nice. Somehow, your game taking place in a dystopian future reminded me of the Splatoon series taking place in the distant future, and then I realise I have similar (but not identical) ideas for the story in my game idea, but in that, it'd be more like going from dystopia to utopia over the course of the series.
7:35 Why does the train move on the server? For what? I think it's wrong. Just move it at once for all clients the same way, that's all, here's an example: 1) start of the level, send an event to all clients + time. 2) Calculate where the train will be after the time from the event + current time. 3) The train continues to move from the point, without synchronizing with the server. In general, I think that moving a train on the server is a mistake - it is the same unnecessary action as, for example, transferring data about the level grid vertices
The issue is that the time on the server computer and the client computer are not guaranteed to be in sync because computer clocks do not keep time perfectly. So to have a reference of time that is perfectly synced across all clients you actually need to let the clients know what the time is on the server, and you need to do this on a regular interval because time will get out of sync. Here is an example of how you can sync network time medium.com/@invicticide/accurately-syncing-unreals-network-clock-87a3f9262594
You should make a button to get closer to pointing in the camera direction, only applying forces so it doesn't autosteer, just something to help save physics errors and stuff
My partner and I appreciate and always watch your dev logs together (Big Snowboard Kids fans here!). We only watch one other RU-vidr together. While it is more of an aesthetic desire than a fundamental one, we would love a playable female character, even if you presented character drawing designs when you launched the demo. Also, I love the spinning-around mechanics. In racing games, you usually see only the back of your character, and I rarely feel a connection with my avatar. They feel more like I am a blank character, but having them spin around and face you, even briefly, makes me fall in love with the character. I really love all of your little demonstration animations (like the arrow using the jetpack) and Josue's fantastic concept art! I also pray for a solo/story mode; these characters are too cool not to see them more. Appreciate the hard work and these videos!! :D P.S. LOVE the title!
Thank you this is a very sweet comment. I’m glad you and your partner enjoy the RU-vid series! I promise I’m going to get back on a more regular & frequent release cycle! About the female character- Josue and I have plans for a number of diff female characters (in fact you can see a preview in one of Josue’s drawings in the video) that we’re pretty excited about. Can’t wait to share them