There’s something really vindicating about seeing someone take the name “Withersworn” and then deliver on it. Lots of people take cool names and just produce crap, but I don’t see that here
This looks genuinely incredible, can't wait to see where this game goes! (The side-bar algorithm sent me btw, hope more attention is on the way, this is great work!)
The game will be lame, like with all RU-vidrs. They talk big but at the end of the day... they do not know how to create interesting games. But the tech can be entertaining.
A small addition that might be useful- in real life, you can study animals with kinematics, and there's often particular laws that they follow while moving around. For example, many have particular shapes to how they move; a border collie moves its front feet in a rectangle and its back feet in a squished-front oval, from a quick look at a graph. Looking up 'animal foot trajectory graph' might be useful for adding one or two extra 'goal' points to foot movement IK, with 'animal' optionally switched out for whatever might be useful as a reference (e.g 'insect'), or 'animal kinematics graph' if it's something more general.
My favorite example of procedural animation is rain world. Its AI, its collision, everything is run by it. It goes to the extreme that EVERY SINGLE THING IN THE GAME is procedurally animated, from your character to your enemies to every story character. And it does it wonderfully. A balance is good, but in the right situations, even extreme ends of the spectrum can be great. Sorry I'm autistic, heard "procedural animation," and neurons started firing lol
Dude! That spider like creature's movement is infinitely better than I've seen in most games, super smooth, turns directions very realistically and doesn't have that 'animation' like movement. Nothing breaks immersion more than an enemy who has clearly scripted movements.
I love your creatures and how the procedural animation actually gives you amazing potential for gameplay opportunities like what you said with bosses protecting their weak points. PS. 6:10 The part where that huge plant-like thing is SOOO cool!
Thank you, I'm excited to see how far I can take it with those dynamic behaviors! I forgot to mention but for that fella the mouth opens with proximity as well as the strike with tons of different outcomes from a simple line of code, it will be cool to see it all working together for more advanced creatures.
@@steinfakinaway6854 oh i have beaten rainworld like many times, 700h playing tho. One thing you should know is that it starts off hard and pretty annoying but once you reach a certain point and start decemating the local wildlife it becomes like the greatest thing ever
Damn this might be the clearest explanation of procedural animations I have heard yet. Plus the using of boid behavior to get around needing a navmesh is really smart as well.
Wow, I was just searching for procedural animations and found this gold of a game. I love this style of games, can't wait to play the game on the day of release. Until then, It will sit in my wishlist. Keep up the amazing work!
I love how your game looks, thanks for taking a dive into procedural animation. I am trying to get more into animation and building systems and using procedural animations more.
Yesssss! I feel like there is so much unbelievably AWESOME unrealised potential in procedural animation for the future of videogames. Was one of the things that put me onto Rainworld, super cool and well done there (also the dynamic ecosystem!!🤓🥵). But I've always fantasised though about advanced procedural animation in 3D videogames. Was just modding Skyrim and like, imagine if the dragons flew around and were animated procedurally. Like they could move more looking like uncannily realistic winged lizards, chasing and weeding out enemies out of burning villages like an anteater on an ant hill, flying into grappling onto and curling around trees like a goanna, claws adjusting to the city walls and it recoils roars, gets aggravated or flees after being pierced by a well placed arrow between the scales. Bruh. And having sophisticated AI to guide creature and npc decision making and behaviour. It's like all a whole new unimaginable level of interactivity and omgg. Talk about immersion mods. This shit would be just 🤯 out of the stratosphere, and may very well be one of the next major advancements forward in the space of videogames and adjacent digital technologies, along of course with artificial intelligence and whatnot. So exciting to see you making these videos, and especially as a single developer, genuinely impressive and awesome work comrade! 🙌🔥
Just now stumbling upon this, your monsters and gameplay design look absolutely amazing. that grapple at the end while you were running from that crazy long neck monster looked gorgeous. I'll definitely be looking more into your game.
damn came for the procedural generation lesson (as I'm trying to get into it), and damn the game looked dope as hell the character and creature designs look cool af and the dynamic movement is top tier subscribed and wishlisted
This genuinely looks so great, through and through. With great art direction. And with fluid, simulated movement. This looks great and I'm looking forward to the next devlog
I liked the focus of this on your project because in addition to giving more details and quality, gives the animations a naturalness and a repulsion for the creatures to their expressive movements.
I remember seeing Codeer's video and thinking that this animation style has so much potential, and your game is evidence of that. Fantastic animations! They really sell the believably of the creatures being living organic things. Subbed!
Wow, incredible, it’s amazing how two « little games » working with procedural animations get published (synthetic selection). I think your game can be a game changer in the gaming industry, keep it up king 💪. (I wishlisted it).
i was slightly concerned that with the player's high mobility that the enemies would just feel like the regular "walk at the player until they die" type of enemy which is boring. however just seeing that one little clip of you getting attacked by an enemy proved me wrong pretty quickly. not only do the movements feel natural, but it actually looks like a situation an actual player would panic in.
Id love to see a more complex pathfinding solution where enemies circle or sneak behind players. It would be interesting to see more cautious enemies that will actively avoid the player unless they are approaching from behind or in a pack. With such well animated creatures it would be a shame if they acted like every other game enemy. Giving them attributes that hint towards intelligence would be incredible.
Ooooh and then environmental effects could also be taken into account more dynamically with the animation shifting to accomodate it, for example if a creature is light sensitive but usually has a natural shade around their head that you can break off (You mentioned already that it can help have enemies accomodate missing limbs, so this fits even more into that) It definitely has a lot of potential, looking forward to see what you'll be doing with it
This looks absoutely fantastic. The aesthetics and visuals are just lovely. Im trying to create a similliar prcedural system but for 2D since im using bevy engine and making 3D games in bevy is like strangling yourself. But simulating collisions wasnt hard so a 4 legged creature wont be that difficult.