Hi! I am Bence. I make games and environment art in Unity (lately sometimes in Unreal). I started this channel to share my experiences. I hope that you find something useful here! :)
It is crazy how immersive this game is, even to nowadays standarts. I know that there was a Witcher 3 Trailer that promissed me a functional ecosystem, with small critters at the low end of the spectrum and apex predators at the top. Of course there was never one. Gothic at least had some kind of ecosystem, with Scavangers hunting Bloodflys, Wolfs hunting Scavangers, Goblins, who loves to eat Fish, so they were found at Rivers, where there were Lurkers who loves to eat Goblins. Shadowbeasts who will only be awake in the night and so on. Really immersive shit for some game of 99/2001 release. And this is but one reason, why Gothic I even to this day really stands out. The only game I have played, that really mastered that ecosystem feeling was Stalker with it's "A-life"-System, that let other NPCs more or less freely roam the zone, so you will have different encounters each time you travel to places across the zone. Same goes for the NPCs. In Gothic I eventhough limited, every NPC followed their daily routines, for example in the morning they would work on their hut but in the evening they drink beer at a campfire. In Witcher 3 all the NPCs were doing the same stuff over and over, for all eternity, beeing like a set stage from some theatrical play and only for this one purpose day and night. For me, this was only mastered just "recently" by RedDeadRedemption2.
As a rule of thumb, the less cutscenes the better. It's a game, attempting to turn it into a movie is folly and can only happen at the expense of the game.
True, a game should be played, not watched. However, in certain cases, cutscenes are necessary, for example when you are setting up your world or back story.
YES! FINALLY!! Why the hell isn't there a hundred million Gothic clones simply boggles my mind! The whole concept of Gothic in terms of gameplay and narrative structure is so good that I really can't understand why everyone hasn't been jumping on it for 2 decades already.
That is a really good question. Because this is what I have experience in, and this is what I enjoy. And also because I kind of suck at actually designing the game. I really enjoy designing data structures, writing good code, building tools that speed up work, designing leveles and environment, writing stories, but I am not good at creating new game mechanics.
@@bencemervay Ahh, I guess that makes sense. I'd recommend you be careful to market it towards your strengths so people don't have the wrong idea going into it.
I have to warn you. Godot is very overrated, it's not really that cool. It has a terrible user interface, that's painfully slow to use. But if you're fine with it, go ahead.
Re: the interface. My biggest issue is that the tabs above the editor pane are scenes, not scripts. So clicking the tab does not change the edit pane content. This is counter to every single editor and web browser on the planet.
@@modularcuriosity I didn't even use Godot long enough to work with scripts lol. I gave up as soon as I saw EVERYTHING, from meshes to characters are mashed into a single ugly list under one button.
I am Hungarian... It is even in the video (I am attending the summer camp of the Hungarian Tolkien Society, not the Indian). But to your question: I do not know. Maybe because there are many people in India, so the number of smart people is also higher.
if you were a witcher 3 developer then you wouldn't made such a half assed gothic like game by adding true role playing aspects and even adapting the progression properly: combat animation change due progression and quests and the way you supposed to finish them with hints, without some graphical interface fuckery like gps helping you.
I LOVE Gothic reviews, analyses, in-depth looks, anything! First played this game as a child and even today it still impresses me with the sheer amount of innovative ideas it brought to life.. in 2001!
Király tutorial, még arra gondoltam, hogy eleve a textúra tartalmazza az árnyékot, és csinálok a fű terrainLayerből egy sötétebb variációt, és akkor nem castol árnyékot a mesh, és ahol csupasz a terrain, ott odafestek a sötétebb layerből egy kicsit.
No. The game I made for the Breaking the rules theme can be seen from 0:53. I made it in 2020 and the rule breaking is that you can teleport is you jump into a wall. A bit lame, I know. Here is the link to the game: orand.itch.io/pixeldungeon
The progression in gothic games is all i loved at these games. I love the game with all its flaws. Is the opposite of perfection and i love every bit of it
Hi, cool to see another indie dev having gothic as inspiration. But im sticking with Unity, cant imagine learning new engine while having full time job, wife and 1 year old baby. About problem with scale of RPGs. I can share idea that game can be made in chapters. Still have to make all the systems, but at least world building can be split into peaces. Good luck with project.
Was there any point in adding a script for buoyancy if the ship doesn’t react even a millimeter to water and waves? Of course, I understand that the ship is large, but it does not react to changes at all, but only stays at the same level, as without this physics of buoyancy.
Are you testing it yourself or looking at the video? If testing: in this video I was using a beta Unity build, the script I have used here might not work in the release version. If you are watching the video: it does have an effect, believe me. It is not that realistic, but still better if I was not using the script at all. Watch the section from 11:21.
@@bencemervay Please, you can say how or show how to make such a script make the ship react to waves and pits, from the nose to the back, which would make it lean and not only jump exclusively vertically with the entire hull, but not once not bend, which is strange. I have been trying for a long time but I can't do it. by the fact that if you add control and an engine, a similar script with one buoyancy point makes the ship do somersaults in all directions.
@@bencemervay In terms of argument presentation it's really good, you made some points that i forgot about in my video :) Also 20:34 that's some THICC ass xD
Always thought the Gothic formula was perfect for smaller studios too. A compact world, carefully crafted with meaningful content seems much easier to deal with a limited budget than huge open worlds filled with cities and dungeons. Nowadays there are some indie studios that put AAA studios to shame, i'm sure they could do something wonderful with it. Too bad most people's reference is still the Elder Scrolls series, but we'll see. Can't wait for the remake to see how it goes and if it has any impact.
That's my thoughts as well. I've been playing around with procedural generation for a few weeks in unreal but came to the same conclusion, small but dense worlds are much more interesting and enjoyable, procedural generation is best left to handle unimportant visuals like foliage placement.
As a fellow wannabe solo RPG developer (I love that you phrased it that way, lmao), just leaving a comment to say this is criminally underrated! Sadly most of this was common sense to me, but your presentation and unique perspective definitely make the video entertaining *and* educational, so just doing my part to help push the video out to a wider audiance that needs to hear this! Also don't doubt yourself so much! With all the tools available, *especially* in Unreal, and your much less ambitious goal than myself, I'm sure you'll finish your game as long as you have the drive to!
"Quality > quantity". Yes, you nailed it. Not many games get this right, especially modern ones with high budget. I don't need an enormous map. I need map with good stuff in it.
This is a really impressive dive into an old game outside of my bubble in the US. Its art style reminds me of the Fable prototype, but I guess that was kind of the style at the time. These old mechanics help indie devs a lot, resource saving mechanics are today's time savers.
The lack of Character Customization is a no to me, I don't want to play the game with a Random Dude that does not represent anything to me. This is why I play the Gothic at Home that is Nehrim and Enderal :)
I do not fully understand what you are saying. To my knowledge, Nehrim and Enderal are Elder Scrolls mods (Oblivion and Skyrim, respectively), I do not know how they connect to Gothic.
@@bencemervay they are games made on Bethesda engine, full games. And they are Gothic at core, the SureAI that are the devs not even try to hide the references. And they are German.