all i can say. make sure you finerune your Pipelline, the way you workm the way you export, the way you rif everything or you are gona waste youur time
Sparkmutts foi adiado indefinidamente, é um jogo que foi planejado para ser pago, porém até lançar, se lançar, o jogo pode mudar muito, inclusive ser pago ou não. Como pode demorar, você já pode ir juntando o dinheiro, vc tem alguns anos para juntar o dinheiro.
Fun fact the original god of war was almost a First person adventure. But David Jaffy changed his mind. We only got a small glimpin in the end of God of war 3. I saw a article about this a few years ago
How were you able to attach the chain and blade to the models arms? Also which chains did you use from the market place or did you create them yourself?
Lumen is there to support something in the line of Raytracing on console. Consoles can never do Raytraced GI at a halfdecent framerate, therefor Lumen has come into play; but Lumen is actually much slower than Raytraced GI is on high-end NVIDIA hardware, while also looking worse. Therefor i have already stated that Unreal Engine is not really a PC-focused Engine, and also just doesn't make sense for the future when all hardware does path tracing rather than software approximations like Lumen.
I’ll come up with some creative way to help with the menu I’m just sleepy right now but when I think of something I’ll update this comment Ok I’ve thought of something you could just type the amount you want to use or press for example LT or RT to modify the amount of points you want to spend or have a little box with arrows on each side and just hold left or right kind of like how Bethesda do with fallout
Soooo As we play as dogs, maybe character need some climbing gloves?? That would make more sense and change a little this popular mechanic we can see in lot of games
Hi Leo, I'm not sure if you noticed it yet, but as far as I know you are not allowed to use the Red Cross symbol in Videogames. They sue people for it. Thats the reason why most of them are green now in Videogames! And keep up the good work! :D
my dude... ive been following you for a while, so let me tell ya that, if u make a tutorial for UE5 about this exact thing you just show right here that actually work, and it looks awesome and it works, and is so cool and it ACCTUALLY WORKS, ill just pay u so fast!!! i mean, u can release it fo free nd ill love you forever, but I think an actual, functioning tutorial with a good explanation is completely worth it... cause surprisingly, there are not that many as complete and with as many options about climbing the way ur showing it rly well made here in YT
I added it and back then it was scope creep, so I disabled it. But with the level design of dungeons I wanted some level of verticality for exploration (something that was already on my mind back when i was doing dungeons). So i reimplemented it with that in mind.
It's looking great!! Hope you find a way to implement the climbing mechanic in a way that suits your ideas and adds to the game rather than becoming a problem. Thanks for sharing your process!
I like climbing whenever I can I don’t think disabling it for only specific locations is the best idea I really think I’m my opinion like in Zelda you just disable climbing while inside of dungeons or you make the walls inside not climbable having tools to get around isn’t a bad thing but I also get wanting to make levels be played a certain way still though I personally always build houses with climbing mechanics in mind so then I always get unique structures like an obstacle course for a house
@@LogicLeoyt I personally would like it you did go through the effort of making it I think it would be a shame to limit it to so few structures I made a decision not to have it in my game at all instead for another mechanic that I would use very often it’s for travel and it’s fairly limited but it makes sense in context to the game world but I’m excited for your next game devlog my favorite thing you made though is how you made the smelting and log cutting mini games
Meu mano, um pouco de feedback construtivo: a torreta nas costas do dog parece grande demais. Tudo bem se o estilo do jogo permite isso e o ponto era esse mesmo, mas enfim, me causou estranhamento, me parece que o cachorro penaria muito pra carregar uma torreta desse tamanho ksksks
Inhereitance usualy bad thins, try to avoid that. Your weapon\tool thingy is a parallel each other. So you need to separate them by what they doing. Your refactoring that you separate them to components is right. You changed inherreitance to composition that is usually good thing. Nice video.
Can you use technique with curve and animate small portion of full loop and use just that? Thread are loops - naturally. So if you make a linear interpolated motion of a thread on a length of a single piece, then you can use that small animation to implement all animation. This is basics of animations of a such things, no? Also did not like slide motion of a thread on earth. This thing is, first, is super heavy, second make a move of whole body of said crab robot. I accepts problem when foots slides - everyone is doing that, but in pure mechanical thing you can easily avoid that. Great video, and game idea, subscribed :)
Super impressive dude! This is the first video I've seen from you, but I'm looking forward to future devlogs. Really high quality stuff here, keep it up!