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GraphicLine Games
GraphicLine Games
GraphicLine Games
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store.steampowered.com/app/1383200/Clouds_of_Rain/

Clouds of Rain is the first indie game from Graphic Line Games.
We're a small swiss indipendent team of 3 people.

In Clouds of Rain - The storm is rising - you will play with many characters, each one with its own story.
You will explore various regions, prepare yourself to fight different enemies and navigate through the skies.

The story:
In the skies of a forgotten world, a decadent civilization will consume every resource,
including the Leviathans, huge creatures that fly over the skies since the first dawn of the sun.
They were once considered Gods but now they’re hunted for their spinal fluid.
Only the Sky Watchers fight for their salvation, but the number of Hunters is increasing day by day.
Time is running out: the storm is rising.
Unreal engine 5 Indie game - grass interaction
0:52
5 месяцев назад
Devlog #2 indie game devlog in unreal engine 5
2:49
6 месяцев назад
Комментарии
@julawitkowska8553
@julawitkowska8553 20 часов назад
It's great tutorial but 1 milion triangles is a bit much for an game asset
@graphiclinegames4843
@graphiclinegames4843 19 часов назад
Not for nanite ;) that’s game changing!
@badashphilosophy9533
@badashphilosophy9533 4 дня назад
Your bushes look great, a lot of bluprint work goes into them. Do you have to manually scale and rotate each one when you put them in your world so they dont look all the same after a while?
@graphiclinegames4843
@graphiclinegames4843 4 дня назад
yes, clearly rotation and scales are important for good composition quality, as well having multiple different meshes, for example even the cuts in the mesh seen at the beginning of the video help to make everything more cohesive.
@badashphilosophy9533
@badashphilosophy9533 2 дня назад
@@graphiclinegames4843 thanks. the aesthetics looks 100percent awesome. random question from a beginner that has never actually used unreal engine before, those alpha maps at 14:25, if you were smart at this kind of stuff, could you use the same method on a character to make them look like they have fur that waves in the wind, the maps would be a curved triangles instead of leaf shape maybe with some strands? if probable would this be a cheap or very expensive way to create a furry character compared to other methods in your estimation? also i think it could be a sneaky way to not have to spend time applying detailed textures on the model and just have a couple of simple base colours and cover them up with the alpha maps, especially for maybe a cell shaded style game
@graphiclinegames4843
@graphiclinegames4843 2 дня назад
Interesting question, technically I think it could work but I've never tried, consider that I'm also not very familiar with unreal, in fact I'm developing the character now and I'm having more than a few difficulties, so maybe I'm wrong, we should try :P
@Feuersplitter_ger
@Feuersplitter_ger 5 дней назад
You are building a beautiful world.
@graphiclinegames4843
@graphiclinegames4843 5 дней назад
thx
@Feuersplitter_ger
@Feuersplitter_ger 5 дней назад
Looks really great.
@graphiclinegames4843
@graphiclinegames4843 5 дней назад
Thank you!
@jamaalsineke2405
@jamaalsineke2405 6 дней назад
I just discovered you today and I think what you're doing is madness, the level of detail, the quality control, the complexity, and diversity... it is so dope. It's very inspiring going through your vlogs. I'm also a noob to Unreal and game dev. Would it be ok if I mailed you questions from time to time?
@graphiclinegames4843
@graphiclinegames4843 5 дней назад
thanks for the message, right now I'm super busy between the game, the RU-vid channel, my work and family, but if I can find time I'll try to answer you :)
@Atem.
@Atem. 7 дней назад
good video looks so nice
@graphiclinegames4843
@graphiclinegames4843 6 дней назад
thx
@tcos918
@tcos918 9 дней назад
This takes about an hour in UE5 fyi
@graphiclinegames4843
@graphiclinegames4843 9 дней назад
Oh yes! but not if you study the level design inch by inch, study the graphic style by doing endless tests, and many other beautiful things, what fun is there in doing it in an hour? :D
@ItzVic
@ItzVic 9 дней назад
yeah indeed a random bland and boring terrain would take an hour in UE5, which is not the case here
@Hueventure
@Hueventure 11 дней назад
Yeah I really need to pick your brain on your steps to make that map so large and still have performance.
@RM-ep2dc
@RM-ep2dc 11 дней назад
octree, frustum culling, lod.
@Hueventure
@Hueventure 11 дней назад
@@RM-ep2dc unreal kinda does that automatically with world partition. What I mean is how are they handling lods. Are they all low or is it a nanite landscape with auto lods, is the water just a plane or are we using the experimental water plugin or are there some assets that may work better together rather than clashing? I can see that the grass and rocks are custom and at least the grass looks to be foliage painted on, but does this apply to is other pieces. Like the trees are they foliage instances or static mesh based also the rocks are those places meshes, or taking advantage of some form of procedural to save time? Is there any kind of world partition, level streaming involved or just one big map, and how exactly large is the map after all of the meshes or instances are placed? How long does it take to get from point a to point b before and after objects are placed? It's been one year. But did we do this part time or full time and are we using any ue5 specific features? Those kinds of questions.
@ThePrimordialArts
@ThePrimordialArts 10 дней назад
1. Hierarchical Level of Detail (HLOD) HLOD: Combine multiple objects into a single proxy mesh at a distance to reduce draw calls and improve performance. 2. Virtual Texturing Virtual Texturing: Use virtual texturing to manage large textures efficiently, reducing memory usage and improving streaming performance. 3. Nanite Virtualized Geometry (Unreal Engine 5) Nanite: Utilize Nanite for handling highly detailed geometry efficiently, allowing for massive amounts of detail without a significant performance hit. 4. Ray Tracing and Lumen (Unreal Engine 5) Ray Tracing: Implement hardware-accelerated ray tracing for realistic lighting, reflections, and shadows. Lumen: Use Lumen for dynamic global illumination and reflections, which can provide high-quality lighting without precomputed lightmaps. 5. Async Loading and Streaming Async Loading: Implement asynchronous asset loading to prevent hitches and ensure smooth gameplay. Streaming Levels: Use streaming levels to load and unload parts of the world dynamically based on player location and actions. 6. Shader Optimization Shader Complexity: Optimize shaders to reduce complexity and improve rendering performance. Material Functions: Use material functions to create reusable and efficient shader code. 7. Multi-threading and Task Graph System Multi-threading: Utilize multi-threading to offload heavy computations to separate threads. Task Graph System: Use Unreal Engine's task graph system to manage and schedule tasks efficiently. 8. Data-Oriented Design ECS (Entity Component System): Implement data-oriented design principles, such as ECS, to improve performance by optimizing data access patterns. 9. Network Optimization Replication Optimization: Optimize network replication to reduce bandwidth usage and improve multiplayer performance. Prediction and Interpolation: Use client-side prediction and interpolation to provide smooth gameplay in networked environments. 10. Profiling and Analysis Tools PIX (Performance Investigator for Xbox): Use PIX for in-depth performance analysis on Xbox platforms. RenderDoc: Utilize RenderDoc for frame capture and analysis to debug rendering issues. Intel VTune: Use Intel VTune for CPU performance profiling and optimization. 11. Level Streaming World Composition: Use World Composition to manage and stream large worlds. Sub-levels: Break your world into smaller sub-levels and stream them in and out based on the player's location. 12. LOD (Level of Detail) Meshes: Use LODs for static meshes to reduce the polygon count at a distance. Foliage: Apply LODs to foliage to reduce complexity when viewed from afar. Textures: Use mipmaps for textures to reduce texture resolution at a distance. 13. Occlusion Culling Precomputed Visibility: Use precomputed visibility volumes to cull objects that are not visible to the camera. Distance Culling: Set up distance culling to remove objects that are too far away to be seen. 14. Efficient Use of Materials Material Instances: Use material instances instead of unique materials to reduce draw calls. Texture Atlases: Combine multiple textures into a single texture atlas to reduce texture fetches. 15. Lighting Optimization Static Lighting: Use static lighting where possible to reduce the cost of dynamic lighting. Lightmap Resolution: Optimize lightmap resolution to balance quality and performance. Distance Field Shadows: Use distance field shadows for large-scale shadowing. 16. Foliage and Grass Optimization Foliage Tool: Use the foliage tool to efficiently manage large amounts of foliage. Cull Distance: Set appropriate cull distances for different types of foliage. Clustered Rendering: Use clustered rendering for grass and small foliage to reduce draw calls. 17. Physics Optimization Collision Complexity: Simplify collision meshes for complex objects. Physics LOD: Use physics LODs to reduce the complexity of physics calculations at a distance. 18. Profiling and Debugging Unreal Insights: Use Unreal Insights to profile and analyze performance. Stat Commands: Use stat commands (e.g., stat fps, stat unit, stat scenerendering) to monitor performance metrics. GPU Profiler: Use the GPU profiler to identify and optimize GPU bottlenecks. 19. Asset Management Asset Size: Keep asset sizes reasonable to avoid memory bloat. Streaming Textures: Use texture streaming to manage texture memory efficiently. 20. Code and Blueprint Optimization Blueprint Nativization: Convert performance-critical Blueprints to C++. Event-Driven: Use event-driven programming to avoid unnecessary ticking.
@Hueventure
@Hueventure 10 дней назад
@@ThePrimordialArts ty! I do know what they are though. I just want to know particularly what the OP is doing step by step. I know how to do it myself. But everyone has a different process in how they approach level design in unreal. And I'm always interested in other's pipelines as what they feel comfortable or just wanting to tackle first depending on project
@graphiclinegames4843
@graphiclinegames4843 10 дней назад
Thanks for the comment, so: I'm right now editing a devlog video where I explain the creation of the map in detail. the landscape is not nanite for now, I will try to convert it in the future for better performance. I haven't used World Partiton yet, do you recommend it? I can't find a tutorial that suits me, especially for verticality, but I haven't looked much about it. water is an asset taken from the marketplace ;) it is a spline for the river and a plane for the lake (or sea) effects, waves, etc. are managed by shaders. maybe in the future I will do a tutorial on how I managed to implement it in my project. for the grass I used RVT, where each blade of grass takes the color of a texture that I painted on the landscape, I made a video about it, you can find it in the channel ;) the bushes and trees are not positioned with the folage tool but by hand, mesh by mesh. nothing is procedural ;) for now it is a single map of about 1km square, with verticality, mountains and deep canyons (explorable) I've actually been working on it for more than a year, because on a conceptual level I started arlier with various drawings, I have a full-time job and a one-year-old daughter, so I try to work when I can.
@AllesLatte
@AllesLatte 12 дней назад
great stuff! i think this tutorial could be even better if you explained your reasoning behind some shader operations, because otherwise its more like copy+paste instead of learning how to build billboard systems for your needs yourself. thanks anyway!
@graphiclinegames4843
@graphiclinegames4843 12 дней назад
Thanks for the comment, as said in the video I don't know much about shaders, it's the result of various trials and errors taken from other tutorials. Here I explain my method where I found a solution that works for my needs. I will try to improve in this aspect, thanks for the advice.
@graphiclinegames4843
@graphiclinegames4843 12 дней назад
thanks for the comment, as said in the video I'm not super skilled about shaders, it's the result of various trials and errors taken from other tutorials and tests i did. Here I explain my method where I found a solution that works for my needs. but I will try to improve in this aspect, thanks for the advice
@azrad
@azrad 13 дней назад
Great Tutorial, let me also help you speed things up a bit You can press LMB + S = Create Parameter LMB + A = Create Add LMB + E = Create Power LMB + T = Create Texture Sample LMB + U = Create Texture Coordinate LMB + O = Create 1-x LMB + P = Create Panner LMB + D = Create Divide LMB + V = Create Vector 3 Param LMB + N = Create Normalize Those are some of the more frequently used shortcuts
@AllesLatte
@AllesLatte 12 дней назад
dunno, but i have other shortcuts by default in the material editor. for example, create a vector 3 is LMB+3 is on UE5.3
@graphiclinegames4843
@graphiclinegames4843 12 дней назад
thank you very much, I will definitely use them in future videos :)
@azrad
@azrad 11 дней назад
@@AllesLatte I mean if you want to create constants you can go with LMB + 1, 2, 3 but to create a V3 parameter in on go you need to press LMB + V
@thepersonyeah9680
@thepersonyeah9680 14 дней назад
Now all that’s missing is smoke poisoning the air, bombs bursting in the air, gun shells hitting the ground, and a bunch of screaming and terror
@graphiclinegames4843
@graphiclinegames4843 14 дней назад
Hahaha yep! That's something :D
@anomalina7860
@anomalina7860 17 дней назад
If you want people to get to know you, and follow your story, as a dad and a new programmer, you should use your own voice.
@anomalina7860
@anomalina7860 17 дней назад
Sorry, I see this is 7 months old and that you did change it up. Great! I'll follow then...!
@graphiclinegames4843
@graphiclinegames4843 16 дней назад
Thank you :)
@SebiArchive
@SebiArchive 21 день назад
wdym about press F on kristoff? he gone or something?
@graphiclinegames4843
@graphiclinegames4843 19 дней назад
oh man! that's really bad English :P
@utura3141
@utura3141 21 день назад
do you think this could be implemented in a mobile game? Or it is to heavy?
@graphiclinegames4843
@graphiclinegames4843 21 день назад
I'm not sure but I think so, clearly with limitations regarding map size and polygonal complexity. It would be worth trying.
@ferdinandkasangati5089
@ferdinandkasangati5089 21 день назад
thank you so much GLG but i got a small problem i love so much anime and i love realistic as well but in some way i'm not satisfied with all my stylized results, when i dont want to do a realistic project, and want it stylized, it all tend to look bad, trees, rocks, characters can't even be placed together in the same scene, since i'm a solo dev and i dont want to use external assets, how can my art style match the whole scene?
@graphiclinegames4843
@graphiclinegames4843 21 день назад
it's a problem that I sometimes have too, especially in rocks, you have to work a lot on the textures and the model, smoothing it sometimes makes everything more stylized, even a black outline could be interesting. I still have to experiment with this too ;)
@shannenmr
@shannenmr 22 дня назад
Show overdraw view ?
@graphiclinegames4843
@graphiclinegames4843 21 день назад
sorry, I do not understand what you mean
@dracofells5390
@dracofells5390 18 дней назад
He means to show the quad overdraw. Its a way of measuring performance especially with foliage and transparent objects. ​@graphiclinegames4843
@eligijuspranskunas3509
@eligijuspranskunas3509 22 дня назад
soundtrack name? :)
@graphiclinegames4843
@graphiclinegames4843 21 день назад
it is a song composed by a friend, Davide Joerg ch.linkedin.com/in/davide-joerg-43083b2a2
@TheFlyingEpergne
@TheFlyingEpergne 22 дня назад
If you hold S and left click you can create a scalar parameter instead of 1 + left click then right clicking to convert (:
@graphiclinegames4843
@graphiclinegames4843 21 день назад
thanks, this would actually buy me time :D hahaha
@haroldfrancoG36CMW4
@haroldfrancoG36CMW4 22 дня назад
Amazing!! muy bueno
@graphiclinegames4843
@graphiclinegames4843 21 день назад
thx
@sgt.handsome2362
@sgt.handsome2362 24 дня назад
Someone needs to start selling Ghibli Style - assets on the Marketplace its like an OPEN market that is yet to be claimed. I would instant buy.
@graphiclinegames4843
@graphiclinegames4843 21 день назад
thanks for the advice :P
@IamExplouder
@IamExplouder 24 дня назад
I'm also starting stylized 3d arpg developing solo. I've listed all the tasks and actually there is nothing i could estimate as impossible! Yes, there will be limitations to sound design and animations as it requires larger team, but overall all the tools are presented in unreal. I really believe that statement "do only small games, never try making your dream game" is actually misleading. If you know what are you doing the success is inevitable. And it will not take 10 years if approached correctly. I will take a linear story approach in non-open world - i was really impressed by ffix storytelling with all of playstation 1 limits it telled beutiful story. Your videos inspiring and informative for me so like and sub)
@graphiclinegames4843
@graphiclinegames4843 21 день назад
Thank you so much for your time for this nice message. You're right, nowadays Unreal provides many tools that make development easier. and creating the game of your dreams has never been so within reach. But creating a game with a team or alone will always be a very difficult undertaking, I think it's very important to be aware of what you can do and the time you have available, because you always have to do x3 of the estimated time :D I say it from experience because it took us 5 years to make our first game. A """simple""" 2d RPG. and in my initial plans I had to develop it in much less time :P One piece of advice I can give is to try to create a community during development, because the most difficult thing in making a game is not creating it, but selling it, having a small fan base to start with I think is an excellent first step. FFIX is one of my favorite games, as well as my wife's favorite game. It's a big part of me and in fact was a huge inspiration for our first game, clouds of rain. store.steampowered.com/app/1383200/Clouds_of_Rain/ out of curiosity here is the link to our first project :) good luck with your project, I wish you the best!
@real2late
@real2late 24 дня назад
Awesome tutorial! Would you mind making a tutorial about your waters and rivers? Not just the materials, but also how you create the meshes. Are you using the ue5 river plugin?
@graphiclinegames4843
@graphiclinegames4843 21 день назад
thanks! I am trying to create content that explains step by step how I implement the various graphic aspects, such as water, grass, interactions, trees,... and then perhaps in the future create entire scenes step by step. With a little patience everything will come, because I don't have much time available between a little girl who turned one yesterday, a full-time job and the development of my indie game project :D
@surajprakash3181
@surajprakash3181 24 дня назад
The woods and rocks look beautiful!
@graphiclinegames4843
@graphiclinegames4843 21 день назад
thx
@surajprakash3181
@surajprakash3181 24 дня назад
Finally! You promised a tutorial and here is it, Thank you very much! Hoping for more tutorials from you! You are awesome>
@graphiclinegames4843
@graphiclinegames4843 21 день назад
Thank you so much, these comments are a huge inspiration. More tutorials will arrive slowly :P I think I have some very interesting content in the coming months.
@NewBie3DArt
@NewBie3DArt 24 дня назад
Please make tutorial how to make asset and texturing gibli style
@graphiclinegames4843
@graphiclinegames4843 21 день назад
In addition to proposing videos related to the development of my indie game project, I am trying to create content that explains step by step how I implement the various graphic aspects, such as water, grass, interactions, trees,... and then perhaps in the future create entire scenes step by step.
@tylercathey8848
@tylercathey8848 24 дня назад
omg graphic line video dropped
@graphiclinegames4843
@graphiclinegames4843 21 день назад
:D I have some very interesting things coming out in the next few months ;) we'll see :P
@jacewarren6542
@jacewarren6542 24 дня назад
Thank you for sharing! Best Ghibli-style foliage tutorial I've come across so far!
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
thank you :)
@EvanGames-ns2ps
@EvanGames-ns2ps 24 дня назад
man I've really been looking to make something like this and you really nailed it, it looks amazing great job!!
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
thank you :)
@probro652
@probro652 Месяц назад
Good luck
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
thx
@LawsofPaul
@LawsofPaul Месяц назад
Where is the grass texture that you are painting with in the beginning from? 0:40
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
it's a texture I generated with blender, I'll release a complete video tutorial in the future ;)
@naprimer8534
@naprimer8534 21 день назад
@@graphiclinegames4843 cant wait!!
@bronwynbunt5417
@bronwynbunt5417 Месяц назад
The fact that you have a full-time job and a family is crazyyy. I'm only in college and I worry about having no time to make a horse game on the side, but now you've truly inspired me to continue and stay motivated :)
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
Thank you so much, your words are truly beautiful. It's not always easy to find motivation but when you find something you really like doing everything becomes easier :)
@Hueventure
@Hueventure Месяц назад
I know you said you were using some form of nanite and lumen. How much of it is nanite. Is it just the meshes, or is the landscape a nanite landscape? Is some things populated using some form of procedural like pcg or is it all hand placed or painted meshes for grass and trees? Last question: how big is your landscape in unreal units? 2k, 4k, 8k and how do you keep it optimized?
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
sorry for the late reply ;) Nanite is used for everything that is rock and solid objects, such as wood for example. I didn't use nanites for the landscape, although perhaps it would be convenient for me to better optimize the map. nothing is procedurally generated, because I wanted the map to be 100% handmade, the grass is painted on the landscape based on certain textures. I honestly don't remember the resolution of the landscape. I should check, I'll let you know. To keep everything optimized I always try to keep the fps under control, especially after very heavy additions to the map, such as water or trees.
@LawsofPaul
@LawsofPaul Месяц назад
I'd love a more in-depth guide on this!
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
I just upload a new video that I think would be useful ;)
@LawsofPaul
@LawsofPaul Месяц назад
Beautiful work, I need a tutorial for these trees! Can you provide one or maybe links to similar guides? :)
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
just upload a new video that I think would be useful ;)
@gurdevsingh4356
@gurdevsingh4356 Месяц назад
Looks cool! Sone of the trees look flat , mabe texture them?
@graphiclinegames4843
@graphiclinegames4843 24 дня назад
thank you for the advice ;)
@haaziqfayaz5501
@haaziqfayaz5501 Месяц назад
Soooo beautiful
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
Thank you so much 😊
@emanuelmatos5228
@emanuelmatos5228 Месяц назад
It looks amazing, this inspires me to keep learning UE and make great project, well done and hope to see your game at store soon.
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
Thank you very much!
@ArsBeneVivendi
@ArsBeneVivendi Месяц назад
Just make that haystack big enough that after crash="landing animation" ;) only head is visible,out of stake. Bug "fixed", no need to thank ;)
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
Well, thx :D
@BladeForce1
@BladeForce1 Месяц назад
i would like to test the game ^^ it looks interesting
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
In the future it could be interesting :)
@BladeForce1
@BladeForce1 Месяц назад
@@graphiclinegames4843 ok if u need somebody to test everything im ur man ✌
@thomastoscano3152
@thomastoscano3152 Месяц назад
You can speak in your own language! And put a subtitle to the video :)
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
hi thanks for the advice, I'm trying to speak in English directly in the new videos :)
@bethedust
@bethedust Месяц назад
Your game look SO beautiful, PLEASE do more of these tutorials with ghibli style, like water, wind, lighting or textures. I LOVE this style!
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
Thank you! Will do!
@ArsBeneVivendi
@ArsBeneVivendi Месяц назад
As i REMEMBER, YOU MAKE ALL THESE MODELS AND TEXTURES BY YOURSELF? How do you feel it ,all your project PERORMANCE WISE if I can ask? I assume it run smoothly, ofc depends whar PC specification you have also. Are these textures 1-2k?More? OFC good job ,happy to see your project is constantly growing
@graphiclinegames4843
@graphiclinegames4843 Месяц назад
For now I'm using models by modifying them slightly, I'm trying to create custom textures to apply to the modified meshes. The resolution changes depending on the size of the rocks, the average is around 1k/2k, the performances are decent for now, the water is the thing that gives me the most problems in this regard.Thank you for your comment.
@ArsBeneVivendi
@ArsBeneVivendi 2 месяца назад
Its teally goid looking? How do you achieve such style, visual effect? It look kind of cartoonish-in a goog way. Do you use some postprocessing, shaders? Pcg, low poly assets? Really like the style you shown here
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
For the visual part of my project I was inspired by the studio ghibli style, where they manage to make the stylized style very "realistic" with a very high level of detail of each single component. To achieve this result it is mainly a work of color grading and texture. The Lights and polygonal models are quite realistic for now but maybe I will change them slightly in the future, to accentuate the stylized style. I was also thinking of adding some black outlines to the edges, butI have to evaluating the performance and style, in short, it's all very much a work in progress :)
@ArsBeneVivendi
@ArsBeneVivendi 2 месяца назад
@@graphiclinegames4843 Yes I know about this W.I.P. status of your project. best luck with it. thank you for reply and explanations
@erenbalatkan5945
@erenbalatkan5945 2 месяца назад
Really love how your map looks! I'm the author of the hit-detection plugin called "Miss No Hit". If my plugin would be useful for you in any way, I would be happy to assist you!
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
Thank you, I'll consider your plugin in the future :)
@dbweb.creative
@dbweb.creative 2 месяца назад
A good game will engage player only on-demand. Player should be able to rest and regroup for however long and whenever he wants before engaging again.
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
;)
@thecabbageman5948
@thecabbageman5948 2 месяца назад
i would suggest turning down the music a bit so your voice is more audible, but good video regardless!
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
Thanks for the tip :D
@lifeartstudios6207
@lifeartstudios6207 2 месяца назад
Ghibli where
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
Inspired ;)
@lifeartstudios6207
@lifeartstudios6207 2 месяца назад
@@graphiclinegames4843 where? I see no trace of Ghibli inspiration
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
I tried to take inspiration from Ghibli especially with regards to the color grading of the grass, environmental lighting, and the attention to detail for the various natural elements present in the scene. In the future I will try to improve the rendering of rocks and solid objects, to try to get closer to their style.
@lifeartstudios6207
@lifeartstudios6207 2 месяца назад
​@@graphiclinegames4843It feels really noisy compared to what a Ghibli scene would be. Your eye isn't drawn to any one particular place because you don't really have contrast where it needs to be. Also I would say the scale of some of your items might contribute to that too.
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
Thanks for your comment, I will try to put your advice and criticism into practice to improve in the future.
@surajprakash3181
@surajprakash3181 2 месяца назад
Can you please make a tutorial about foliage interaction or guide towards the resources helpful in achieving that?
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
I'll delve into tutorials on how I created grass, trees, bushes, light and would like to do a similar scene (similar to this video) step by step. In the channel I have already presented how I managed to recreate Ghibli style rocks, it takes me some time because I am developing the game and I have various videos in preparation. I think during the second part of the year I will start producing more video tutorials. stay tuned.
@Csf91
@Csf91 2 месяца назад
Good video, may i suggest adding a fade out and a outtro screen at the end? It basically ends too abruptly. Look at other channels for an example where they fade into the "watch next" sort of screen with cards for recommended, or playlist/similar videos. The fade out (sound and image) part and the extra seconds for it are done in editing and it's literally a drag and drop for most video editing apps, the other is from the video settings (cards) in YT studio/video manager tool. And about the AI voice... +1 to the other comments, doesn't really fit it. Good luck :)
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
Thank you a lot for this comment! I'll try to improve in every way!
@godzillavr
@godzillavr 2 месяца назад
Im gonna be honest, ai voices for game dev channels dont work.
@graphiclinegames4843
@graphiclinegames4843 2 месяца назад
I'll try something different in the future ;)