One thing this game does masterfully is truly give you a sense of scale. I've never even really considered how huge the bosses are compared to the player and seeing it in a 3d space is just mind boggling. It really shows you how terrifying these bosses are
I think he made all the things unnecessarily large. Eater of Worlds one segment is about the size of the player in normal Terraria, here one segment is the size of Eye of Cthulhu. Same with the caves, they feel too large for the sake of being large, and in a way feel too empty. Wonder how will that turn out when he adds ores and Underworld and such.
@@mathewklatil5455 ok but I wouldn't call it "unnecessarily large". The largeness of EoW makes it very menacing and honestly athestically better than a small worm
@@mathewklatil5455 I mean, it's called Eater of Worlds for a reason. And take a moment to consider that this thing was born from the remains of an eldritch. (Cthuhlu.) I get what you're saying, but I feel it should be massive - it's an eater of worlds.
What the hell, this is actually starting to look impressive. Considering how much trouble subnautica modders are having making humongous sea creatures work I didn't expect something this big to let the game run smoothly, especially after splitting
Making mods for an already finished game is harder than adding them into a brand new game, it all depends in how good is the game engine, and judging by the look of this game it might be unreal engine 4 which is an amazing engine
@@dmitrivologoslav what makes you think it’s an asset flip? Genuinely asking because I don’t know if I can tell the difference. It seems like he’s made many fleshed out mechanics already so it doesn’t seem as simple as just reskinning assets
@@Ronitrocket i should've worded better, my fault lol. what i meant is it looked like it had the same quality as one . the animations and way the graphics looked like something you'd see on steam for 79p and the models didn't look great either. not that i actually meant i thought was an asset flip. (not saying it wont get better over time though)
It's so cool to see how many classic Terraria mechanics translate so well into a 3D game. Even in its current state, seeing those jester arrows rip through the boss's segments as they loom overhead is really satisfying.
2D terraria and 3D terraria have their own adventage and disadvantage, in 2D terraria u can expect where the eater of world will strike you from below since u can see what's underground while 3D u can't expect where eater of world will strike you from below but the aiming in 3D is better than 2D ig
I wonder how they’d do platforms since hopefully platformswould allow the player to see below them so they can fight the EoW easier. Edit:Nevermind I just watched the EoC video and you indeed can see though the platforms which probably would help against EoW.
Small piece of advice I’d give is to maybe make the demon altars stand out more, even something as simple as a glow can be very helpful. But this boss looks amazing and the game is looking so good so far
I love how this is turning out! While above ground the scale seems like the boss is too big, underground in those caverns the size looks absolutely perfect. And it's refreshing to see a version of the eater or worlds that isn't just a bump in the road like in the 2D game!
A small advice about the orbs, try placing them underground and making the ground above the orb glow, because orbs in the middle of the tunnel look kind of strange.
(Possibly better idea in read more) Yeah, good idea. Make auras for stuff like ore and cobwebs glow when you have splunker and dangersense, and stuff like orbs and crimson hearts glow automatically. Fairies could have sound. Edit: If the former is too hard or laggy, have the world render orbs within a certain range, then there can be an overlay to show where they are. As for splunker and dangersense potions, blocks that are close enough to another of the same type should use the same overlay instance. A number beneath the item image would display how many there are.
the hard part is if he make a glow around the balls, it can have dramatic preformance problems, only way to fix diss whitout huge frame drops is like a small light sorce close to a open generated spot, ore mb a cracked ground part ore mb a small opject, ore mb add a special item that can detect the balls/ potion
I loved all the little details! The shield of cthulhu dashes, the rev up of the boots of haste, the fact that you gave your character about the exact stats and the same equipment you'd have going up against EoW in the original game, and even the muskets falling out of the dark orbs lol. When I clicked this link I was really expecting an animated cutscene, not an actual game. It looks awesome so far.
@@pheonixfire667 I mean it's like Duke Fishron's situation, you can always fight duke before the mech bosses and get some of the best weapons in the game (eg razorblade typhoon can carry to moonlord, tsunami can do great dps for its stage in the game etc.) and some people do exactly that, but it's scaled so that it becomes a challenge to do before its point in progression.
@@Biothermiac Yeah that’s true it just seems like a balancing issue since they’re not exactly tearing through EoW with these weapons. And skeletron is supposed to be harder, so I don’t know how’d you’d defeat them with pre EoW weapons, much less EoW themself with pre EoW weapons. It’s not a huge issue, just need to buff some weapons, nerf EoW, or change how fighting mechanics work.
This is so cool. My boyfriend is so thoroughly hyped to see where this project goes and he would love to play it someday. I gotta say, he's gotten me excited for it as well! When we can, we might support it in any way we can. Good luck to you! Keep up the awesome work.
seeing that thing come out of the ground for the first time I was not expecting it to be that large, you really nailed the terrifying scale of a world eating worm, nice job man
I wonder how the Destroyer would play out if this is the Eater of Worlds, seeing the probes fly around and lazsers being shot everywhere would be awsome to see. Sick model though.
I can't even properly describe how awesome it is. It's epic to see the sense of scale when fighting it in 3D Edit: Maybe some feedback would be some ambience of earth shifting as it burrows itself in and out of the ground
this thing is insane! I never would've thought of how terrifying and awe striking the Eater of Worlds would be in 3d. Maybe this could be ReLogic's next project?
@@hplus1 this guy has 50,000 subscribers and his most recent videos are getting hundreds of thousands of views. lets say he puts the game up on Steam for $10 USD. Steam takes 5% of all transactions made on their site, so per sale, he will get $9.50 USD. terraria has tons of fans, and has sold over 35 million copies. we can assume, from his channel and from the amount of people in the terraria playerbase, along with the quality of the game already, despite it only being in a heavy demo stage, he will sell at least 60,000 copies. that's 570,000 dollars. i think it'd be worth the profit. if he decides to make the game free, which is a very real possibility considering he said this was a hobby project, then he's not aiming for any kind of profit.
@@semi-automatickevin8167 The final game will be free for everyone, since this is 'only' a fan made game. Re-Logic could sue him after all, if he profited off of their brand by putting it behind a paywall. I hope Linesway earns enough for it to be worth his time from donations... There's tons of stuff left that needs to be implemented, even if some things won't be quite the same in the end.
As far as seeing objects like shadow orbs through blocks in 3d, you could always try: 1. Placing them on the top-down minimap and adding a traditional Terraria 2d minimap below that that's relative to the direction you're facing (or Y rotation depending on the engine). That way you could theoretically see through blocks the same way as you could in Terraria. Or, 2. Map a button to an x-ray feature that only goes a short distance🤷🏼
The EoW's looking good so far, but there's some things to work on in regards to it's movements. In Terraria, EoW's movements slow down more when they're going upwards against gravity while the head of a worm piece is out of the ground, and they speed up when going down with gravity and when the head is touching objects. In the video, i see way too many pieces flying off into the sky, and the worm pieces do not slow down when the head isn't touching anything. Also, EoW(and other worms like The Destroyer)'s full body has a kind of "snake grip" movement, where the bends curve slightly tighter and tighter as the head moves and pulls the rest of the body. This is seen in Terraria and in this video from 7 years ago, on a Minecraft mod: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9UxAZouGJfU.html (ignore the other enemies and things that are not related to the Destroyer in the video), where the boss will gradually close in, faster when it's body is moving faster, such as when falling with gravity after having leapt up from the ground. These may be small details, but they're still important to how the boss feels. It gives their body visible weight to it, and especially in tighter spaces, can create interesting problems for the player, when the body forms a ring around them and starts to close in on them, and then soon afterwards the head will often dig towards the centre where the player is, and even if the head misses the player, it's created a pretzel of body parts that keep knocking the player around (if there is no knockback immunity), damaging and constricting them like how a snake can do with it's prey. Aside from these flaws, it's looking good. Perhaps these changes could help make the worm bosses and worm enemies have more weight, and not fly as far out as they do now.
@@rompevuevitos222 I was thinking of them just making effects like rocks bursting out and the screen shaking and leaving a crater with a hole in it that doesn't lead anywhere
@@Grimnoire since the corruption is supposed to be a big section of dead rotting things, you could just have the ground deform at the point or exit/ entry and then have it reset over time, a chunk of rotted anything isn’t gonna be the most structurally stable. This’d also make it work less like dynamic landscaping and more like temporary terrain, tho I’m not a game dev so if that sounds idiotic you know why.
I think the absolute size of the boss really makes it feel intimidating compared to the original, same with the other bosses you made. However, I would like to suggest one change: Make it so that in phase 2, the worms have a chance to do a quicker turn to try and rush directly at the player. Making the boss hop in and out of the ground like that helps a lot in this 3D environment and makes the projectiles more dangerous, but I feel the body itself is very easy to dodge. Adding that to phase 2 could present another, very difficult challenge to the player, but if they were smart and had the jester arrows on them, they could time it right and counter attack the boss for a lot of damage by shooting straight through the mouth before dodging. Also, if you intend to make it possible to fight it underground, make sure to take a page from the base game and lower the amount of projectiles it fires while underground. It would make it a bit more fair, and would be accurate to the original fight.
cmon dude give some respect people play valheim and it has far less items and bosses its fan made project not even close to finish just wait keep up the good word dev you are amazing
I have a suggestion for the shadow orbs. You could do what Deep Rock Galactic does with their Egg Hunt mission and just have the shadow orbs buried in the walls, but have the closest surface to them glow purple to suggest something is inside the ground.
I keep getting chills up my spine cuz this looks so amazing... I don't know how much effort and time it took to make this, but it's still incredible to see.
Playing this game growing up I always tried to imagine what it would look like as a 3D game, I just couldn't see it, but this somehow creates exactly what I imagined. This is extremely Impressive.
This is absolutely incredible. It may not have nearly the same polish as Terraria, but that can come later after all. The sense of scale, the terror and thrill of a true life-threatening battle, I'd say this almost capture's Terraria's bossfights better than the original. Even without polish, this was beautiful and impressive. I'm very excited for when this game comes out on steam with backing from Re-Logic!
This would be a game of its own. Perhaps labeled as a dlc, much like tModLoader is. I can imagine Re-Logic doing that, considering all the other things they've done alongside the community.
Thing is, I’m pretty sure this is to-scale with the player’s size in the original Terraria, or at least close. It just looks larger because the camera has perspective now and it’s so low to the ground
Everybody is rambling about how cool the Bossfight in 3D is (Which is true)... But I am absolutely stunned on how well the Devour of Gods' themes fit this fight! It just creates the parallel between DoG and this version of EoW, as both of them are incredibly powerful in their respective games and not to mention absolutely gigantic.
This looks really cool. As a die hard melee fan I have a bit of critique, the melee weapons seem a lot weaker or clunkier to use in 3d compared to base game. I think they could be better if they were larger or their swings have a larger range.
I say this purely in literal terms, when the music kicked in and the EOW came out of the ground my jaw dropped wide open with a loud "HOLY..CRAP.." ABSOLUTELY AMAZING! This really showcases the massive potential that 3D Terraria has!!! Keep up the fantastic work! :) Edit : I think the next biome I'm most excited for is the ocean, that'll be absolutely amazing :) Edit #2 : I really love your cover on the DOG's theme! It's really good! I didn't know you played piano haha, that's really cool!!
I think the reason it's so hard to keep it from splitting is because you don't know where the head is coming from. Not only are there more angles for it to approach because of being in 3D, but there isn't any indication that its getting closer either. I don't know how best to implement it, but I think some sort of indication that lets the character know where the head is will be the best help in making it feasible to prevent this boss from splitting so often.
Also arrows mechanically don't work - in 2D they are literally the same size as players arm and due to the game being in 2D it's much more easier to pierce more segments of the worm from firing just one arrow at the right angle. Also, arrows are slower in 2D, than in 3D - difference is when you fire an arrow in 2D it has more time to damage more segments during it's flight, than in 3D where it is much faster. I think the only option there is to rework the Jester Arrows entirely - so they leave a massive explosion that lingers for a few seconds and damages different sections of the boss, and remove piercing effect, as in 3D it does almost nothing useful.
this is like one of the coolest things I've ever seen bro. This is beyond a shout of a doubt one of the coolest boss fights I have ever seen. Keep up the great work!
this is so cool, i thought it was just a blender anim in the intro but i saw the comments saying its a project and you saying you added jester arrows, holy shit this is cool, dont stop!
Absolutely amazing. I feel that a little screen shake each time the worm enters/resurfaces from terrain that gets progressively more intense the closer it was could go a long way in adding some *oomph* to the fight.
@@rompevuevitos222 True, that is why I thought of a light screen shake. Just something to give you the feeling of it actually bursting into/out of the ground instead of just phasing. Probably could also be toggled on/off in settings like in many other games. Optional vibes, as to say.
Your project is absolutely phenomenal. If I could give a suggestion it's that sometimes it's hard to see, like when in a darker biome or at night, even when there are torches (like with the EoC fight). Of course that would make night owl potions really useful, but maybe there could be a bit more natural light. Though I think the darkness is also definitely interesting, just make sure there is a good way to battle it.
it reminds me of the overloading worm in risk of rain 2, wich is great! these 2 are probably the best worm boss fights in 3d ever, maybe a souls game has one ( in the third one if i remember good)
Really digging it! The one issue I had was trying to see underground, it feels like the video was just darkness most of the time. Maybe if there was a bit more contrast to the Eater of Worlds? Its sprite is much lighter colored than it is here in the 3D version.
OML that’s disgusting and I love it! Really love how you took the idea of the EoW and just went all out, I’m loving it! the scale is perfect and it really put the horror that your player would probably be feeling while fighting it. Can’t wait to see how other bosses would come out! Only thing I’d say as criticism is that maybe the water bolt should open when you use it but that’s just personal preference so
Dude this is the ultimate boss fight jesus! I think that adding a sound effect for when he is going to come up from beneath you would be nice but damn dude this is crazy.
I have suggestions: You should make bosses have glowing corners when they are not visible by the player so bossfight are less rng based And noticed that jesters arrows need a HUGE range buff since the segments are now wayy bigger than usual Noticed that the game lacked gore, in your code you should add a category you want to appear when hurting an npc like for example, "insects" for the eater of souls/worlds/queen bee, "gel" for any kind of slime or "blood" for any other npcs. If you want, if you are adding a target dummy, make its gore look like wheat Same for the sound effects, but this part is already implemented in the game i think, expect for EoW You should also add hurt animations to the player, there might be alot of animations to make so just make the player close its eyes and jump back when hit. You can also add animations like the grappling hook use, should be easier to make Also noticed that performances were dropping, so try making far away tiles/trees/npcs lower quality to save up fps, and add a lower graphics options which removes stuff off some models and stuff About the item slots in the inventory, try adding a sort of invisible box where the item sprites will scale up to this box, so the item sprites wont hit the corners of the item slots (and you can also use the 3d models you made for the items as item icons, it will make it easier to make items if they dont have some special item icone) One last thing, try making the eater of worlds stay in the surface to chase the plater for a bit like in the 2d terraria, so jesters are even more useful and it gives some extra challenge to dodge QoL Suggestions: - Make Bombs and Dynamite's tip ignite (like set the thing on top of them on fire when thrown) - Make the player hold the staffs without swinging it (or make it work like shortswords) - Make the player use spell books by opening the book and pointing it to the enemy - Add a fog feature kike in Minecraft, can be turned off Else great stuff! Keep it up 👍
I recommend adding particles effect to know where the head is coming from so the player can know where and when to dodge, since in terraria you can see through blocks you should add some visual que so the player can dodge it Also why not instead of making the EOW split depending on how many sections it has, you should just make the eater of world split itself once its health bar reaches a certain amount of health AND just make it split itself a limited amount of times, for exaple only 5 times? I know you are trying to make it like the original game, but you are going to have severe lag issues with how many EOW can spawn during the fight Apart from that HOLY THIS IS SOOOOO GOOOD!!!! Great job man, great job
Honestly curious how long the fight took, the whole video was super epic. I cant believe hoe much progress you've made on this and am super excited to see how you have fun with all of it!
This is cool as hell! I love the scale of the boss, makes it really feel like a true terror from beyond. One idea that would be neat for spell books maybe have them open in an off hand and "throwing" the magic energy, but I also love the source accurate waving the book around! I can't wait to see more!
Great job with the model, but it feels too big to be the second boss, and it doesn't seem to try to eat the player or use it's standard ram attack (or It does ram but lacks aggression maybe?). In normal terraria, this would be telegraphed by you seeing him burrowing towards you, but that wouldn't work in 3-d so I think that you could program a rumble and screen shake to telegraph a bite/ram attack. I look forwards to seeing your progress and I really enjoy these vids.
I like how you made the EoW work, you made it larger to make the jester arrows still be extremely effective against it to have a good weapon to use while fighting it. Not only does the large size make the arrows good for worms it also make EoW a lot more terrifying and feel like it could devour the entire planet if not stopped.
Apart from getting the warning messages mixed up (You got "You feel a chill run down your spine" and "Screams echo around you" in reverse order), this looks mindblowing.
a couple recommendations for the quality of the EoW: when a segment is killed, it should fall apart instead of just disappearing and leaving behind the spikes, i think a small animation to show this would go a long way as the EoW bores through the ground, it should produce some effect that makes it feel like it's generating an earthquake as it forces it's way through loads of dust and rocks being kicked up around the entrance and exit points would help with this further as the EoW is visible, it should turn it's segments to see you and it's eyes should move around to help with that attacking certain parts of the EoW should cause a small reaction like the eyes quickly closing for a few seconds to protect them or the spikes being blown about by the force of your attacks the EoW should have a charge attack where they attempt to eat the player owing to it's name as it unearths itself, it should launch some boulders which serve as close range projectiles that need to be dodged or destroyed as it unearths and burrows, it should form large cracks or force dirt out of the way that gets moved about, creating a changing environment and helping to show it's power once the EoW tail fits through, the churned up ground slots back together in it's softened state making hte damage non-permanent of course, these more physical elements are going to need some heavy balancing but i feel like these would greatly help with the EoW this EoW is absolutely fantastic but i can tell it can go so much further! good work!
One thing that can help polish this fight is the fact that in a 2 segment eow if you break one of his 2 segments this eow dies, same goes for the full one, if a segment is near the end segment and this segment breaks the 2 segments wont split of, but if you break the third one it will split
I never put 2 and 2 together until just now. It's so obvious seeing it in 3d now that the Eater of Worlds is what burrows those holes in the corruption. It really lives up to it's name when you see it in 3d space like this. This makes this fight seem so much more horrifying, I really love it.
Other than the effects being blinding this looks awesome. I imagine it would be good to add a bit of rumbling or ground being displaced when the eater is coming from below