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This Almost Ruined My Indie Game: Devlog 2 года назад


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This Almost Ruined My Indie Game: Devlog

Go to my sponsor link https://snhu.edu/marselluh if you're interested in starting a career in game development! This video is sponsored by Southern New Hampshire University. Main pixel artist I use and recommend: https://finalbossblues.itch.io/ s o c i a l s ☕ Discord:   / discord   Twitch:   / marselluh   Instagram:   / chicken_marsella   business inquiries: [email protected] s u p p o r t 👏 Patreon:   / marselluh   merch: https://rainysun.day/collections/all Join the club: https://rainysun.day my book list (affiliate): https://www.amazon.com/shop/marselluh... g e a r (affiliates) 🖥️ Keyboard: https://amzn.to/3PQgQOB Mouse: https://amzn.to/3AICXT5 Monitors: https://amzn.to/3PJZkvI Chair: https://amzn.to/3AJ9oAQ Desk: https://amzn.to/3pFJ8AX Mic: https://amzn.to/3wq8Xc1 Camera: https://amzn.to/3QNZKT5 gear store: https://www.amazon.com/shop/marselluh... d e s c r i p t i o n 🔥 My full devlog playlist:    • Muster Devlogs   Chapters : 00:00 - where I've been 01:10 - new features! 03:54 - working on too many things at once 04:12 - a lightbulb moment 07:22 - retrospective So again it's been awhile since I made a proper devlog. I have a few excuses (maybe not great ones), but since the previous devlog, I think I've made a lot of progress on a bunch of features within my indie game Muster. It's also been about a year since I started my game dev journey, and I can definitely say I continue to learn so much about game development and game design. Recently, I've been doing a lot of random stuff for the game. Since the last devlog, I added the foundations of a Stardew Valley like fishing minigame. I also added a healer unit to the various soldier types you can recruit. I then pivoted to procedural dungeon generation (Shoutout ‪@SunnyValleyStudio‬ for the great tutorials). My thought was, that running through dungeons could be another way of progressing your character and army. I then got the urge to redesign the NPC movement system I had been using in Unity. Originally, I had been sticking with the A* pathfinding algorithm. This algorithm is great at pathfinding to specific points, but felt sort of weird when it came to dynamic combat movement. I then saw another video from Sunny Valley Studio, about context steering and decided to try that. Context steering felt way better in combat, but was unintuitive when it came to moving to specific waypoints. So I combined the two into my new movement system! I then realized I never built an inventory system, so I started work on an inventory system. Inventory systems can prove to be a bit tricky in game dev, but I think I have the foundations. I also had an lightbulb moment recently. The larger maps keep feeling weird from a game design perspective. So I decided to shrink the map, but add different stages. So as you move from stage to stage, the theme and armies change, hopefully adding more replayability and flavor! I'm still new to game dev and game design, so comment down below any tips about game development or suggestions for Muster! c r e d i t s 🎵 Blue Wednesday, Felty - Caffeine https://chll.to/b43e1d4e Blue Wednesday - Middle School https://chll.to/6ea05beb Blue Wednesday, juniorodeo - Find Yourself https://chll.to/e22683bd Context steering visualization: https://jameskeats.com/portfolio/cont... d i s c l a i m e r I do not claim to own any or all of the pictures/footage that may be shown in this video. All of my opinions are entirely my own and do not represent any company I work for or am affiliated with. Any financial topics discussed are not financial advice. #indiegame #gamedev #devlog Channel produced by Rainy Sunday LLC.

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