Thumbs up for spontaneous Unity tutorials made at 6:30am?? That took me more takes than I care to admit... Also, I realize I didn't really chat about the story for Dauphin in this video - that'll come in devlog #2! Thanks for watching!
Pixel art tip: use Pedro medoiras tutorials online, he was the artist behind celeste tower fall and more games, he has extensive tutorials that are incredibly helpful
I mean, those are the best dang gif tutorials I've ever seen and his knowledge really shines through those. Really good to get all those fundamentals but it didn't help me in developing my wanted style at all.
Looking awesome so far! Let me know if you need any help with the character design of the Player Character, NPCs or enemies at all. Looking forward to seeing your progress!
These videos are so dope. I know documenting the process is a whole other level of time and effort, so thank you for doing it to help your audience learn and grow from your experiences.
Instead of using a static class with constants you should make the PlayerAnimations class an enum instead. This way you do not have to repeat yourself and renaming states becomes easier down the line.
@@DevDuck Enum can have value of any valid numeric type but a string enum isnt supported in C# (well you could use .ToString() on enum values but i do not recommend it.
Your tip at the end of the video is actually VERY important general rule: never put hard-coded values in a code, just get everything into one place. All constants should be written as static readonly variables, and then referenced when needed.
YES! And alternatively you can have readonly ints that are hashes of strings. Ex: "public readonly int walk = Animator.StringToHash("Walk");" I've read that comparing ints it a bit faster than comparing strings(but I don't think its by much to gain noticeable performance)
@@goest1483 actually, comparing ints is much faster than comparing strings - when comparing ints you need only 1 operation to compare, but each character in a string needs to be compared, therefore, you need as many operations as the length of the shorter string! The easiest way would be to use an enum for that.
In some cases though, static readonlying values can actually cost clarity without bringing flexibility. Something like a value that must be zero for some code to work at all, or a required hardcoded null. The use cases of actual hardcoded contents are fairly clear cut and less common than a beginner programmer would assume, but they're also useful enough that I wouldn't say "never"
@@goest1483 What I do is I simply use constant integers instead of hashes. Say I want to keep track of the player character's state for what actions are possible, what animation to display, etc. I just have an integer variable called "state" in the player class, as well as a constant integer for each possible state. For example: public const int IDLE = 1; public const int WALKING = 2; Whenever I read or modify the state variable, I only reference these constants by name, and never pay attention to their actual values: if(playerInstance.state == Player.WALKING) ... playerInstance.state = Player.IDLE; It's just as clear as comparing strings, but more efficient.
I've started my Game Dev journey some time ago and this week I reached a mental block and was really unmotivated and this video helped me a lot! I'm looking forward to next dev log videos because I love to learn from others.
I’m not a developer (I write music for games), but this is so inspiring and well-made it actually makes me want to go build something. So stoked to follow along and see where this project takes you!!
Love the impromptu tutorials. They point out things I might not think to look up or wouldn't know where to search for. Look forward to seeing the journey!
I followed you all the way through Blink, and am now excited to do the same and see where you take this much larger project! You’re one of my big inspirations! Keep up the awesome work!!! 😁
This is what inspires me to make games. There have been so many occasions where I'm looking for a certain type of game but can't find it, or I just have an idea for a game and think it would be really fun for me, so I can just make the game.
Great video! I think everyone starts game dev with a dream project that is just too big for them to tackle as a beginner. That's certainly my case! I'm excited to see your next step in making Dauphin. Best of luck!
I know you were talking a lot about Godot Vs. Unity, and you wanted to move along with development (you mentioned that this video was already 5 minutes long), but I like it when you discuss those things. I find it useful that you discuss all your options, the tradeoffs for each option, and how you justified an option on your list. Thank you for the informative videos, and I hope Dauphin goes well for you!
The separate class for animation variable is a good idea. At my old job, I developed a tool for the animation team which would go through all the states and generate a static Class with read only variables for each. It made life so much easier, and a menuitem and an editor window made it accessible
This is awesome, man. I got SUPER excited when you said you were gunna give this a shot using Godot, because I plan on giving Godot a shot as well.... But then you went Unity. :( lol... Either way, very inspiring.
Well I did my best to give it a shot! And I'm certainly not opposed to making games with Godot in the future, I think it's just not the right choice for this particular project. Maybe I should make a video that goes more in-depth with how I created that prototype with Godot.
@@DevDuck you do whatever you wish! I love your content, you make it very enjoyable to watch. If you did happen to make a video about Godot moving forward, I'd be super happy about that. I've only ever made a game using 'Game Salad' about 7 years ago, so I have ZERO experience with Godot, Unity or any others. I will be using Godot & Blender because both of them are free. Thanks again; I really appreciate you! 😊
Hey DevDuck, I really like the way you share your work, it really inspires me to work on games too! I'm looking forward to watching your next devlogs, keep up the good work!
Looking forward to watching this progress! Just remember to get out of the house or just call someone to talk to while you work when you start feeling burnt out. Also don't forget that you can hire people to make an individual asset if need be for fairly cheap, even concept art if you're stuck on how something should look.
I'm working on my own project and this video inspired me to work on it more. I just implemented a weapon-on-back system in some half and hour. Thanks, man!
i have never made games before but i'm starting soon, i already have a game idea i'll start when I improve over the course of many years, i'd probably say that is my dream game and seeing this video makes me happy. looking forward to seeing this game evolve
@@audittlivereaction1964 oh, makes sense. Although unity is not the only engine out there, you know? I presonally have a trashy pc too and I can't run Unity, that's why at the moment I'm using Godot (it's a great engine btw). There are people who make games on chromebooks with tools like playcanvas.com/ so really, it's not the pc that's at fault here. You could as well just start now with whatever engine you can and switch to unity when you get a better pc.
I'm not into game dev myself really but my brother really wants to. We both enjoy watching your videos. You definitely deserve the support you're getting. Thanks for sharing your life with us. :)
I've been following you since Blink devlog #1, love the atmosphere of your videos. Keep up the good work, I know how scary and heavy on the shoulders it can be to start our dream games, but just go for it eventually you will have it done!
YES! THANK YOU! I’ve been searching all over everything to find how to use the new input system. This was actually helpful and it wasn’t even a tutorial! Thanks you!
"Start Small". I started Programming with C++, I'm comfortable with Java and C# too. I've been doing algorithm and general design work for 5 years as a hobby and have recently got a couple of job offers in general software. I've picked up Unreal Engine game development as a hobby. And this advice rings true even for people who know Programming well. While the skill sets will be similar from general programming to game design, there is so much that is specific to game design. And like you mention, it's important to get comfortable in an engine. I have done jam projects in Unity, Unreal, Game Maker, Cryengine, and Godot, 2D and 3D where appropriate. Unreal just clicks with me personally. I'm getting comfortable with the Engine before driving into my first big idea project, a working title being "Passengers meets Event Horizon".
Props to you for starting this! My friend and I recently tried to develop a game, but didn't get farther than the ideation phase because we were trying to think about too much. The best thing you can do is start and keep it small!
Hey DevDuck, congratz on 40k! Just wanted to give u some tips about your new projects from my experience : 1) Use the A* search algorithm for the enemies, I found this method to work extremely well on Unity top-down games. 2) You easily order the layers (so the player won't go over the trees) when you go to edit - > project settings -> graphics, set transparency sort mode to "custom axis", and change the parameters below to 0,1,0 3) You can use colliders / shaders to change the opacity of the trees (so the player is visible behind the trees) 4) UI can be really silly for different screen resolution, use a pixel-perfect camera and make sure the UI works on different resolutions. Good luck! :)
This was really cool, watching you actually make the game basically from scratch. Hope you succeed in making this a full fledged game soon so I can start playing this
Hey, thanks for the help. I am 13 and is trying to work on a game when I'm older. It is also my dream game, and you really inspired me to put hard work on it when I'm ready. I don't really know what to say now, goodbye! 👊👊🏻👊🏼👊🏽👊🏾👊🏿
Hello great Video! and good luck in your project! P.D: Instead of using a static class for PlayerAnimations c# has ENUMS , I think enums will fit better to your code. :) !
I totally agree with starting small. That goes for anything. It's the small things that improve our skills, not the "big" overwhelming things that we never do.
My very first Vid I watched on you channel ,I have been googling the "how to code a game" myself ... absolutely LOVE the tips and tricks during the Vid ! cant wait for the followup !
This is still going to get finished faster even with the added difficulty of making edited vlogs, than another very popular game development that will not be named.
I was really hoping you'd put your main character on a different layer so he would be behind all the trees and bushes but I'm sure you'll get to that next time
I've been studying Godot for sometime now and I love it. I'd think twice before switching to another engine now too. You should stick to the tool you're most comfortable and productive. Having fun is what matters most!
Right? I can't imagine just saying to myself "Oh yeah, 5:45AM? Plenty of time to start on working on my dream game BEFORE I go to work at my actual job"
Hey man, what an exciting journey that is about to unfold! Your tutorial on the new input system was SO straight forward, Brackey's tut on it was like...bleh....so thanks for that! I've been meaning to check it out!
It's great to see another up and coming dev posting their work. I haven't gotten to the point where I can post my work, nor do I have much experience editing videos. So I may just ask someone to review it as I build it haha.
Hmm I wasn't able to get it exactly, but from what I can tell this is the Kame house from DBZ. Heres a link to the closest one I could find: polycount.com/discussion/215435/kame-house
Me:putting together a group to make a game This video: start small Me:I am starting with the sprites and I don't have tile sprites yet but I'm getting there
Hello there! Great job, keep going and don't stop its great And don't worry about Likes and subscribers Or even comment that will get you down it is Part of the journey, just climb the mountain after the game comes On STEAM you will know how High you have moved, and never give up, it's your Dream not anyone else so do not let anyone tell Y O U But don't forget to take suggestions tho cause They are the once who will be playing it right? Alright then take care and see ya around the net.
You might want to upgrade either the background elements or the player (or even both) to fit in a more consistent style. The player is sharply colored and has an outline, but the background is almost the opposite, besides the bush. Really good start though!
Wow your vids are Great! i just developed a game kinda like Flappy Bird for my project(I am a student) in python. I also linked it with a restaurant billing system. What advice would you give for a person who aspires to become a mobile or game DEV? Keep up the great Work!
Why would you link a flappy bird game with a restaurant billing system? It's like "get 3% off for each 10 points you score?". Not trying to criticize, I'm just curious
random tip i have to mention after seeing 6:01 you can disable the ugly win10 searchbar! rightclick taskbar -> cortana -> first otion that completely gets rid of it, which also makes a bit of space and moves icons closer to the start icon. you can still search like normal by just opening the start menu and typing directly into that, same exact functionality but without the ugly bar.
This is my dream job at the moment. I am 17 years old and i have no idea what i am gonna do after i graduate i would like to go to some kind of video game producing school but i am scared cause i got no experience in making games
I'm also 17 and in pretty much the same situation. but I'll probably go study music theory at university after all, since I've got more experience in that field. but I'm gonna learn how to program on the side so I can make games at some
Making sprites is quite a lot easier than making 3d models. Sprites are small and only require colored pixels while 3d models require knowledge of somewhat complex modelling techniques (hard surface modelling, organic modelling, sculpting), rigging skeletons, UV unwrapping, creating textures, applying them to the model (texturing), and animating. Not to mention that you need lots of knowledge of proportion and anatomy for modelling creatures and characters as well as needing a more powerful computer than with pixel art. (I don't imagine anyone has ever run out of memory making pixel art.) Combine that with the fact that there are a lot of programs where you can do pixel art for free, while 3d modelling programs can be super expensive. (Blender is the only free one that I know of and only very recently has it become even slightly approachable for beginners.) There are also separate programs for sculpting and texturing that cost money as well, though everything can still be done in Blender. Alsooooooo programming a game in 3d adds an *entirely new dimension to work with,* causing some things to be more complex. Creating levels is also farrrr more complex than a tile-based 2d workflow. (You have to model levels in 3d by hand as opposed to just needing to draw some sprites to represent grass and dirt etc.) You need to do quite a lot more in 3d just to have a quick prototype and I haven't even mentioned how much attention you have to pay to graphical settings such as lighting and texture sizes and a way to change graphical settings is required. That issue is almost nonexistant in 2d pixel art. Finally, indie games... well... aren't typically made with a huge team with tons of money, so the cheapest and easiest option is almost always the ONLY option.
@@Jamie-tx7pn I have been working on a 3D game for the last 2 years. I used mixamo to create characters and animations without having to spend too much time sculpting and modeling. The fact that it has been 2 years and I am still not done proves your point that it is a lot easier to make a 2D game but it seems like more people would attempt 3D games and it wouldn't be the overwhelming majority of indie games in 2D. 3D probably doubles or triples development time but a lot of ideas aren't possible in 2D
somehow he has a way of making explaining stuff I already know make me feel smart instead of annoyed that i'm being talked to about stuff I already know
It looks like there is collisions on the trees and the bushes; it makes sense on the trees but the bushes you should be able to pass through easily. Maybe even have a little bush animation when the player walks through it. But hey I might just be biased and nitpicking.