A kingdom hearts style game with a different ability system would be incredible. I think build variety was honestly the main thing that was missing from the KH series.
🎮🎮🎮 Wishlist on Steam 🎮🎮🎮 store.steampowered.com/app/1949610/Luminous_Realms/ Now that I've implemented the Game Ability System it's gonna be very exciting to start adding combat abilities and finally get this game started! 😁
If you don't mind me asking, what ressources have you used to learn GAS ? Because I'm very interested but I find that it's very hard to find good documentation/tutorials.
The GAS is a godsend for implementing anything to do with abilities. I disagree with your comment about it not being made for every game though. GAS was originally made for games like MOBAS but that's exactly why it is so good for every other kind of game because MOBAS are by far the most complex games when it comes to abilities and everything that comes with the. Things, like playing animations, sounds, doing damage, applying buffs and debuffs, and all while being able to network everything properly is exactly what GAS is for. In my opinion, GAS is one of the best ways to implement any sort of "ability" system in a game. An ability can be generalized to just about anything. Things like movement, dialogue, interaction with NPCs, riding on a vehicle, even things like unlockables and game progression can be implemented using GAS. I recently made a multiplayer versus Crossy Road style game where players have to be the first to the finish line. Using GAS, I added power ups that players can pickup and use to buff themselves or hinder the other players. It was a breeze once I wrapped my head around how everything worked.
Being interested in game development myself, I appreciate that you're sharing stumbling blocks like this. We all know the games we grew up with as (near) perfect end products, but the learning process required to make them is largely unknown. This is really cool. 🙂
You should start thinking of ways that you can subtly differentiate the UI from KH as to not get like full on sued or something. Love the idea, I love KH-inspired games, but it's best you get this out of the way now before settling in. If you keep the style looking pretty much exactly the same you'll either get sued or mocked. The game itself is coming along very nicely. Great work, I say everything I say in love for game dev and in hopes for this games future. Take care. Edit: I know you said you had already noticed this, but I think it's still a bit heavy and that might have to do with the layout more than the graphics. I'm also going to download this game and try it out for myself cause more than anything I just want to see if the combat's fun! Continue taking care.
Thanks, yeah I totally agree, I've since toned it down even more and will keep changing the look and feel of the game until I feel like I have something unique looking 😁
I'd suggest giving the abilities a different system Like making them unlocked and equipped via leveling up instead of using the menu and if your planning on adding different versions on those ability have them locked to a specific item to be active and have it so you can only equip one of these items so it doesn't break the game when it tries to use all of them at once
I watched a bunch of videos on GAS and you are right, it is very complex and requires C++ code to use. For my usage, its far too complex and many features I didn't need, but I liked it's general approach and structure - using Effects, Attribute Sets etc. I knew enough C++ I could read the source code and I created my own Ability System using blueprints only and created a plugin so I could reuse it in my other projects. C++ is worth learning eitherway, because at some point, you can convert many of your blueprints into C++ classes for extra performance.
Dodge rolling in games is very easy to get wrong... for lack of better words. When a character speeds up in the way that a roll does, it makes sense that a force should be applied. However, once this is implemented and you start dealing with inclines, detecting angles of the ground to push the player down instead of up... It becomes easier to just temporarily change the movement speed of your character ;)
Nice update; I appreciate how focused the format of the video is. I'm a Unity Dev, not an Unreal one, but I'd recommend checking out SOLID principles to architect modular systems. The game looks great, and progress looks promising. Thanks for taking the time to improve your architecture :D
I want to make a quick suggestion, maybe make it so your characters don't walk in the pause menu, perhaps instead they are in a pose representative of the characters or even party combination. I always felt it looked weird and unfinished in KH where they were just walking in place.
THIS is how you learn and become an expert :) By failing! - Then conquering! This is such a great series, and an incredibly inspiring thing to share. I love your passion for this.
I dunno how I got you as a recommendation but I'm glad I did. I just want to ask and i hope you could answerthis question. Is it easier to develop a game on unreal compared to unity?
In my opinion Unreal Engine is easier to develop games in. The reason for there is that they have the super robust visual scripting language called Blueprints that makes it much easier and faster to develop games compared to using programming languages such as C# and C++. It's also a more stable Game Engine and I've had much fewer crashes in my lifetime compared to Unity. The creates of the engine Epic Games are also a company that develops games so I feel they are much more experienced with what kind of new features to add to the game engine compared to Unity which does not develop games and only the game engine.
@@YahyaDanboos i see sounds like similar to how I make games in dreams on ps4. So let's say you make a game with character jump around a few platforms, how fast can you make that. In dreams I could make it easily in 10 minutes
The thing I'm most looking forward to learning is what this game's story will be. As I'm more into the story elements of a game before I'm into the gameplay, like if the gameplay is crap it'll ruin the flow of the game for me but if the story is shit then what's the point. Not saying your story is crap just don't know that much about it yet so can't make an educated decision as to whether or not it's worth getting invested into it yet.
@@YahyaDanboos I look forward to hearing more about it. BTW I'm an aspiring VA so let us know when/if you're gonna hold Auditions. I'm sire I'm not the only one who'd be happy to Audition for characters in your game.
Use structures, use enumerators, use switches and use them often, also remember when creating objects associated with actors ALWAYS use a GUID with default class associations. Otherwise you will never be able to accomplish your save load systems very effectively.
I've only been using UE4 for 4 months (2-6 hours daily) and would appreciate any recommendations on how to learn to make blueprints! Also, I was told by others that "if you are getting good at copying, then the next step is to understand the algorithms", but I am having a hard time understanding them... Is it okay if I study the blue prints, like in this video, for understanding the algorithm as well? (I'm sorry if my English is not correct because I'm using the translation function...) (Sorry for the long post, good luck with your game production!)
That's great that you're learning UE everyday. This will definitely get you to be much better day after day and eventually you'll become experienced, it may take some time but if you keep learning you'll reach there at some point 😁👍 I think its good to start with blueprints because it's a great entry point. I personally haven't done algorithms so I'm not quite sure where is a good place to learn it, but maybe just start with basic algorithm tutorials on RU-vid and then see how you can making them in blueprints or something. But I'm not really sure if that's the right way to do it. Wish you all the best with your learning 😁👍
Instead of letting an ability happen when all other abilities are stopped by using a bolean, just add a integer that tells the game how many abilities are being used and only let another happen when the integer is 0
Seeing this game is pretty interesting, I'm a fan of kingdom hearts because I played kh3 and loved it, the animation, the enemies, I loved it all, seeing this, I might help you out in designing some enemy concept designs in your discord, and here's a sub
You're absolutely right, I'm starting off by making the gameplay pretty much the same as KH2. But once I have that nicely working I'll start adding a bunch of unique features and will also be having a unique story. I'm basically just using KH2 as a base for the game and then working off of that. Kinda like how Yooka-Laylee and Bloodstained: Ritual of the Night are heavily based on Banjo-Kazooie and Castlevenia.
@@YahyaDanboos okay fair deal. I don't mind, I was just curious. Some people may attack you for it. I think it's flattery to the franchise. And I assume you'll branch out later on.
Stumbled across this vid and immediately thought "Wow, this really gives me that Kingdom Hearts vibe" right before the part where you say the game IS inspired by Kingdom Hearts. Definitely got the look and feel down!
If you're asking whether Unreal Engine only has visual scripting for programming then no, it also has C++ scripting. If you're asking whether only Unreal Engine has visual scripting then the answer is also no, several other game engines have a some form of visual scripting too although I personally think Unreal Engine's visual scripting is the best out of them all.
Yes it'll be on Steam, you can actually already wishlist on Steam, like is in the description. As for the price I still haven't decided, but it definitely won't be anywhere close to 60 dollars and be more lower than that.
يا يحيى ابوس ايدك يعلقت تعليقي (السؤال هو عندك قناه عربيه؟) (والسؤال الثاني هل انتَ عراقي؟) 😳 اني لقيت واحد قال انت عراقي والثاني قال هو عنده قناه ثانيه عربيه
I know I'm using harsh words but I need to be blunt here. I suggest changing the style of the systems you've implanted in your game such has the drops, menu, huds, and even animations. No offensive but this doesn't feel like an inspiration of kingdom hearts, but rather a rip off at its current state. I understand its in early development but still you have to think about this early on especially when you already mentioned the game was looking a bit like Kingdom hearts, and you made it unique, but in reality nothing really changed after your alterations.
All these animations are custom made from scratch so why change them? cause it's a little close to KH? that's the whole point its mean to be an ode to KH1-2 in terms of gameplay , nothing is ripped so square have no legal recourse in that sense if fhat's what you're getting at , unless they have patterns on the action rpg genre as a whole which we all know they don't so 🤷♂️😂
@@AL-nv4gk Why are you turning this into an argument about me being titled. I was giving him some advice to make it more unique and less of a copy pasta. It can ruin his rep many people have gotten shit for having having exact looking huds than others. Don't turn something like me giving him advice into something negative.
لقد كنت في هذا المجال منذ حوالي 8 سنوات. إذا كنت مهتمًا بالانضمام إلى صناعة الألعاب ، فعليك محاولة مشاهدة بعض البرامج التعليمية على RU-vid لصنع الألعاب ومعرفة ما إذا كنت تستمتع بها. هناك العديد من مقاطع فيديو RU-vid باللغة العربية لتعليم Unreal Engine ، حاول التحقق منها.