Getting a lot of comments that the dust should have accumulated more in the corners, not the middle of the room... Whoops, this mistake will haunt me for sure! By the way, if you enjoyed the super chore man song, be sure to check out the artist here: ru-vid.com/show-UCEVQPEZcTq58f4vdiAxuu-Q Finally, if you'd like to directly support my work creating more programming / gamedev videos, you can consider becoming a patron here: www.patreon.com/SebastianLague Thanks for watching!
U can probably make this an 3 parts series sinds I really enjoyed the video and I wud love to see how the other parts wud turn out. Any wasy loved the video and I can't wait for your next upload keep up the good work
That's because they are attacking your ghost now. That calls for a super chores man in the ethereal plan trying to get back his body by sucking energy from the ghosts using a ghost vaccum cleaner.
Unfun fact: as I was working as janitor once, I noticed that most of the dust was at the sides of the rooms and corridors, not in the middle where people walk. So that height map should be inverted :)
that was my tought as well - dust accumulates where people *aren't* moving around. So the dustmap should have been inverted for realism. But that also makes it really hard to get to, which might not be fun to play.
I feel like there's also potential for procedural room/house generation with how all the objects are individual bodies, making it all the more replayable because you never know what the house will look like
Sebastian: Chooses an option other than the one in which you collect dots while getting attacked by ghosts. Also Sebastian: Makes a game where you collect dots while being attacked by ghosts.
I love the way the song is so chill and then it was “game over” and the ghosts are just swarming his poor lifeless body still knocking it around… poor super chore man 😢
Seb!! It's very nice working with you, I am so happy to see the reception people are giving me regarding the music! Some are discovering my channel and subscribed, it means so much! As expected, Super Chore Man is a very intersting idea! Excellent work on the game!!
Hey, I really appreciate the work you did with the music, so thank you again for that! I had no idea how I wanted it to sound, and yet somehow you were able to deliver the perfect piece for the game :)
I absolutely love that “cleaning” the apartment involves making everything else but the dust a complete wreck, surely creating even more dust in the process as bits of his furniture are destroyed.
Saitama, but his power is contained by household tools and his intense need to save money by not wrecking his furniture lol. Real missed opportunity to make fixing the furniture part of his chores around the house, have you go at it operation style with everything being overly responsive to placement or something. I understand wanting to leave the apartment after you've wrecked it cuz of those dratted ghosts again though.
Genuinely, super chore man would be an incredibly fun collection of little chore mini games, make some other rooms in the house, different grocery shopping lists, wrangling super chore baby, etc. The end of the game comes when super chore wife comes home from her super chore convention and they live happily ever after together
Quaternions are super easy... if you don't use them lol Yeah the rotating component really throws you in a loop. But if you mange to get them to work they are awesome.
Have you guys seen uh uh Dan(?) I totally forgot his name(I occasionally watch his videos) but he’s making a 2d platform (iirc), in one of his videos he tackles quaternions, I felt like I learned quite a bit…. But still confusing lol
Uh, Sebastian, how are there no Unity Physics components on this game? sebastian: lol, that's not the Unity Engine, I actually built a Unity Engine clone from the ground up 😎
How can something so complex look so effortless. Excellent programming, modeling, and editing skills combined with a super soothing voice and wonderful music choices. The singer did a great job as well.
Honestly I really like the idea of a” ghost vacuum “ that doesn’t QUITE go where you want it to and just kinda floats around 🤣 In reference to him trying to get it to follow and failing hilariously.
I love how he doesn't just go "so then I added this, and then this" but instead he says: "I thought this would make a nice addition. Here's how I did it, some complications I had along the way and the fixes I implemented to get around said complications." It feels like entertainment, but also a lesson at the same time. This is the stuff you can get lost in and learn so much from at the same time, and it's so beautifully done too.
This video gave me a nostalgic feeling for the time I worked in an ArchViz company and I modeled apartments, furniture, props etc and some research on the side to automate and speed things up.
@@Ratchet2022 What libraries? Rainbow is talking about the part between 4:38 and 7:33, there's no libraries there, it's basic code and basic math. The only thing the Vector2 class is providing him is normalizing, which is just dividing the x, y components of the vector by the size of the vector sqrt(a^2+b^2). What libraries are you referring to, because other than using Vector2 (which is just a holder for 2 floats), Time.deltaTime (time in seconds since last frame) and position.normalized everything is entirely raw C# code.
@@DreadKyller Okay, also, while he may have been talking specifically about the cable/sticks functionality, I am referring to what makes it look so good in real time, which requires obviously all of the graphical library components. It’s just a general observation.
The dinner one and shopping one siund actually really fun, like you have to try and fire out your window at robots and fend them off in your apartment and hallway, all the while making sure your steak doesn't overcook. Or having certain items you have to buy before you can leave the store, but ofc you need to fight through the zombies
honestly the name "Everyday Superhero" feels like a surprisingly good name for something like this, im surprised you didnt end up going with that one when the bot said it
I feel like he picked "Super Chore Man", because, "everyday superhero" while being a great descriptor, is a bit cliched and straight to the point. While "Super Chore Man" is so direct it ends up being a bit funnier, at least in my eyes.
@@backinyourcommentsectionag3191 yeah I see that. I do like the name Everyday Superhero more but Super Chore Man sounds goofier and fits the game's vibe more.
Yeah I feel like even though it’s pretty direct it shares a common feeling that may pass over us and/or might miss for the people/parents and/or things that dedicate/make easier to keep our surroundings clean lol
@@itzduckyz301 specifically Activision have a quite bad shall we say "sexual harassment and drinking in the workplace" culture. Need I explain more about why it would be less than optimal to work for them?
You sir are very talented! The very limited number of lines of code resulting in very realistic cloth / rope simulations is very rewarding. So is your commentary when stuff goes wrong :-) Love it
This guy's every project is a mixture of multiple small projects covering major fields of maths and computer science. An ideal engineer tbh. Absolute legend👌
There should be a video before every level explaining how the hero had an exciting day saving the planet from some space aliens or something, but now that that's over, he has to return home and vacuum / go shopping / etc., and that's where the player comes in.
homie makes it look like he could code the game 12 minutes in 12 minutes. I can't believe how straightforward this all is to you. I mean just knowing how to approach writing the code is as important as the code itself
Most people: 1 interesting topic per video Sebastian: Oh yeah, I learned fluid simulations, AI, music synthesis, and fabric simulations all to make this video game in a week, CHEERS!
Like, you even had the furniture not just spawn but scale up and drop in a satisfying way. How long did that take to setup? I just love all those little details!
@@simivb Haha thank you! It took maybe about 20 minutes to set that effect up. I really enjoy adding details like that, so I'm happy to hear they are appreciated :)
I really like the way you go the extra mile to set up parameters that can be tweaked to see the visual difference it makes in real time. As well as the test harnesses you set up (e.g. for testing rope and cloth simulation) so that you can interactively test those functions. Very educational.
i love how this seemed like an ordinary more dev log style video than the others at first, just making a game, but no, you made an amazing rope simulation and a realistic dust simulation. how do you do this.
the way you described the fabric algorithm at around 2:40 i believe earned you a sub, ive never seen someone explain a pretty complicated algorirhm in my opinion so well. You’re amazing!
I love how to overcome your side tracking you simply side tracked further haha. Also, the way that you create separate interactive simulations just to demonstrate certain coding points is insane and I love it. I feel like I could play that tearing cloth simulation for just as long as super chore man hahaha
It looked super satisfying. I can imagine putting it in a simple first person sword fighting game where there are a ton of curtains draped all through the room and you have to cut through them to find the enemy you're dueling who's using them to hide and dart between.
@@eldonhill4840 Or maybe a game where you have an infinite curtain slowly feeding through from the ceiling that you have to cut down, getting progressively faster until it reaches the ground and you lose? I think there's a lot of fun ideas with this curtain based concept, I really like the idea of having to cut them down to find the enemy lol
This is amazing! The song could be a bit more energetic but I love how it’s also not what I imagine for a super hero! Oh and to make him seem stronger you could make it so the vacuum doesn’t effect the other objects in the room it’s just him pushing them over. Add like a super power mode where he like can suck up all the dust and ghosts in a large area!
First if all: “it’s like Guitar Hero, but all you ever play is Blue Öuster Cult’s “Don’t Gear The Reaper” is the funniest crap I have ever heard. Second of All: what kind of AI bot says the sentence “Nah, that’s too easy.” Thats way too chill to be a bit 😂
@@PlayerZeroStart Theres a big difference between adlibbing generators and actual AI neural networks. Adlibbing generators arent really AI, they just slot prewritten words into a sentence to create randomized, but predictable outputs. Neural Networks are AIs trained by AIs to understand a specific task. Who solve problems like an actual brain. If its a Neural Network, its an actual thing it decided to output, not a predetermined phrase.
this is so adorable man, i've never heard of you before but this came up as a recommended video and i will definitely be following you to see what else you come up with. love your work man, keep it up
"We need to render a million cubes" I'm so jealous of your ability to even do this. Doing things the naeve way and just making a million game object mesh renderers, my machine slows to about half a frame per second and the less said about memory usage, the better. My normal way of solving this would be to make a single mesh renderer with 12 million triangles, then keep track of each particle on my own, but as you might guess, that's not very efficient to modify a mesh with 12 million tris on the fly.
For real. I heard him say this and chuckled, assuming he was joking and would show us lag and then a crashing screen. But nope, just does it perfectly.
You should look into GPU instancing, it's an incredible technique, and it's the only way games can have things such as foliage and particle effects. Most game engines have already implemented instancing for the most common use cases, though, so most of the time you don't need to write your own shader for your instancing needs.
dude, doing projects like this is my dream, and you switching back and forth between projects really looks like something i'd totally do. i hope someday i can do these things just like you!
this video is simultaneously hilarious, inspiring, and just plain awesome. Seriously, you're work is really impressive, and I strive to have the same breadth of knowledge that you have. Thank you for all of you're work!
I don't like his voice, unfortunately, bc the rest of the content is great and the weird trailing words are just distracting...why not just speak normally...
"Go play golf, you'll hit a ball into a hole and get a score. Nah, that's too easy. Let's make it more interesting. How about, you're a hacker, so you have to hack into all the golf courses and steal all the money from the golfers." This is hilarious and I wish someone would make one just to see what they'd come up with gameplay-wise.
I know NOTHING about making games, coding or any of the stuff you get up to, but I still enjoy your videos immensely. Also, you sound like Brian Cox, which just adds to the experience. Keep up the awesome work!
Dude. Your games just for the heck of it are better than most fully funded games. The music is amazing and sets such a vibe. Bravo, sir. You inspire me with every video you make. Thanks for sharing the process. 🙏😍🔥
This would make an AWESOME VR game with a bit of tweaking and polishing. Create levels, add more control to the vacuum, create different enemies, maybe coop and vs online play (a player is the hero, the others are ghosts/ dust generators), and boom can assure you it would be an instant success
I always love seeing people request weird stuff like this on Fiver, I'd imagine it makes their day, mundane song request after mundane song request, then every now and then, something like this pops up.
I absolutely love the editing on these videos. Showing the coding is excellent for beginners. Also, that cable code is genuinely impressive. Edit: absolutely brilliant design, by the way.
This entire video had me captivated, but when the theme song kicked in, a huge smile cracked on my face. I know nothing about code and have only stumbled across one other video of yours, but I plan on watching several more. Thank you for the entertainment. Made for a great night.
I am, one: very glad I'm not the only one going through the same issues when coding, and two: incredibly interested in being able to play a full version of this game!
Maybe every once in awhile, one of the particles being pulled towards the vacuum (on the outer edge of the suction) would spawn an object that appears to be one of the particles growing into a Super Chore Man sized evil bunny.
I'm imagining our protagonists enter the sewers, intending to infiltrate Dracula's castle through his toilet... and it's basically just Castlevania-flavored Mario at that point. Plumbers save the day once again!
This is arguably your best video yet. I enjoyed the cloud, erosion, and portal videos more overall because of the content, but my goodness this is such a concise and cute video in coding adventures, it will be the one I use to get friends into your work. Take care
I could legitimately see this being a really fun to play game! Throw in a good win criteria and maybe a power-up or two and you've got what looks like a fun little game.
I love the idea and the execution. Just one thing: in my experience, dust never collects in the middle of the room, but instead more in the corners. I would invert the accumulation system and make the dust collect more towards the walls and corners instead of in the middle of the room :)
this is so amazing ! watching the two prototypes made me grin so hard and i absolutely love the contrast of the laid back song and chaotic gameplay (that guy did a lovely job with the song too). but yeah great work and i love the idea of bringing one of the crazy ideas AI's often have to life!
I would play this looks really fun honestly, maybe a speed running thing where you try to get the chores done as fast as possible and the song slowly speeds up over time