i think it looks better before. but 100 000 triangles is not worth it
@nicop.exemusicАй бұрын
Thanks for the tip!
@smokingfrog4283Ай бұрын
Any relation to Ballance? That game was great
@olegklausАй бұрын
Hey, no relation there. I honestly just learned recently about Ballance. Looks great actually. My game has a ball too but the mechanics and the setting are completely different 😁
@44punkАй бұрын
Just showed this to my kid. We are amped and absolutely buying this game day 1!
@olegklausАй бұрын
Thats awesome! Thank you very much, cant wait to share more. 😁
@patolander01Ай бұрын
Looks amazing Oleg! You should be really proud of this!! Congrats!
@olegklausАй бұрын
:) Thank you Pat, appreace it. Still lots of work to do.
@lukarisisgaming2 ай бұрын
Hi Oleg, some curiosity questions regarding your ball character setup - have you considered any "camera lag" ? to smooth out the rotation of your camera ? - are you changing the aperture when you change the camera view (up and down ?) - I guess, the xy - distance is shorter or longer ? - is there a special reason you use Event Tick for the sphere trace ? I would set up an infinte timer I guess 0.1 seconds is propably enough... and one more .. have you thought about making a discord server ? it is much easier there to discuss - programming challanges you might face.. love your project and would like to help you where I can
@olegklaus2 ай бұрын
Hey thank you very much for the questions. There is camera lag, may be it's too low sensitivity or may be because I am using the mouse. I think with the controller it more noticable. No, no aperture change that I know of. Regarding event tick. I was thinking this might be more accurate if it checks on tick. Do you think it will save performance? About discord. I know a couple of game devs and the feedback regarding building a community on discord is a bit discouraging. I am wondering how much can be gained from this for me and people on the server. I am trying to be as transparent as possible on many platforms so I didn't really consider discord so far. But you can convince me otherwise. 🙂
@lukarisisgaming2 ай бұрын
Love your devlog… For your modular towers. They are actually perfect for PCG in UE5 .. did you look into it ? Otherwise it might be worth to check it out if this would be something for you..
@olegklaus2 ай бұрын
Thank you very much. I know about PCG but didn't really tried it yet. I am not sure about using it for the placement of the towers because they might spawn in the platforms or obstruct the vision. But who knows it might be helpful for something else.
@lukarisisgaming2 ай бұрын
@@olegklaus I must admit, I did not specify enough my suggestion.. ;-) .. I was more of thinking using the pcg spline to build a tower together.. pcg would take your tower modules und would put togeter a tower as long as you have specified your spline you could search for "pcg bridge" I think there is a tutorial about it.. the same concept. use a pcg to have your 1 bridge build out of different small bridge meshes together So in the future, if you want to place a few towers in the background, just put a straigt spline there and you get your tower build ;-)
@olegklaus2 ай бұрын
@@lukarisisgaming got you. I will have a look into it thanks. The first version of the BP was actually spline based. The problem I found was even though I was using bounding boxes, there was always a random gap between the meshes and I couldn't figure out why. That's why I went with just adding pieces.
@lukarisisgaming2 ай бұрын
Did you solve the sound problem with the geometry collection ? I guess your urns are blueprint based ? If yes, why dont you put both meshes into the blueprint and just „activate“ the geometry collection when it is supposed to break ?
@olegklaus2 ай бұрын
I didn't solve the issue but that's a good idea. I think some people suggest it but i wonder if it would work like that. Would need to hide the static mesh and disable the collision or just destroy this component and make the geometry collection visible I guess. Thank you for this suggestion. Could try it out.
@EMNM662 ай бұрын
thanks for sharing brother, loved the video.
@olegklaus2 ай бұрын
Thank you very much.
@hendasheng2 ай бұрын
Thanks for your help!!
@olegklaus2 ай бұрын
Hey, no problem.
@samuelsimoesnicacio35172 ай бұрын
Just like lego games
@vardamir03972 ай бұрын
Hi again! :D Yes these transitions are insane, and could be the gateway to expand on even more depths if you desire in a game design or even level design standpoint. Imagine the energy within the sphere is the player, keep the color/light chosen during character creation or personalisation, but the various arrival points could have new aesthetics entirely whilst keeping the player engaged as the central energy core :) Just a thought, as this game seems already incredibly detailed and I'm only viewing it from the side-line. I love to see it being developed! Cheers from canada
@olegklaus2 ай бұрын
Thank you again:) I will try to bring a demo to steam as soon as possible. And hopefully get feedback on how much customization and such is requested. I may be underestimating the power or value of skins as you suggested. But I also wonder if a puzzle game is the right fit for it. But really appreciate your Input.
@vardamir03972 ай бұрын
@@olegklaus thus where I'm a bit on the fence also, though with the teleportation transition, areas with a different style might fit various meshes for the orb? To fit the different aesthetic? Or keep it practical with the varied meshes doing different things or offering different advantages in gameplay :)
@olegklaus2 ай бұрын
@@vardamir0397 maybe :) someone told me recently the game reminds him of "ballance" the sphere there has 3 forms. Paper, wood and steel and they have a different weight and with that different mechanics. If I can find something similar that fits the theme and style it might be worth trying out.
@vardamir03972 ай бұрын
@@olegklaus indeed, with a good physics engine, weight variations will give different feels for speed, jump or even breaking through barriers maybe? :)
@olegklaus2 ай бұрын
@@vardamir0397 I would like to keep it to x and y so there will be no jumping or going up ramps. But I understand what you saying. I will think about it. Ideally something that "revolves" around the theme of circulation or rotation and ideally something original. Although It might be just "gates" where you have to switch the form or color to pass through. But not really hooked on that idea yet.
@vardamir03972 ай бұрын
i think the game should include different sphere meshes since there are various locations and levels, using the transition you could even have areas with more polished or more ruinated puzzle maps with sphere meshes that serve different purposes? Could add to the level of customization of the game, say, one ball goes faster but breaks easier, one goes slower but can break things...one can roll over some surfaces that others cant, one can jump...just thoughts but I believe variation here can be achieved nicely and integrated in either environmental storytelling or even gameplay, and if not then just nice artistic cosmetics :)
@olegklaus2 ай бұрын
Hey, thank you very much for the feedback. This video is quite old at this point. You can check out my latest Video on the channel. I am quite deep into the development and have a lot of cool mechanics. At some point I was considering switching between different spheres but just not sure if it would still fit. This would mean an additional layer of complexity but it's already quite complex I believe. Just have a look and let me know what you think. kzbin.info/www/bejne/rpSXlphqrJukg68
@KamranWali2 ай бұрын
Awesome video! Really like transition effect of your game. It looks really kool. I too really like stage transitions that doesn't just fade to black. As you said there is nothing wrong with that but to give an interactive transition feels much better while playing a game. I can think of God of War's stage transition where the transition is happening while the player is moving around this asynchronous platform area and thus not breaking the immersion. Also really like how your game is looking so far. Looking forward to your next devlog. Keep it up! :)
@olegklaus2 ай бұрын
Hey thank you very much for the comment and the support. There is another reason I am heavily relying on visuals. I am not very good or interested in story telling. But I can try to hint at certain themes or ideas with how the game looks and what things do. I want to leave enough room for interpretation. But at the same time it's just a ball rolling around 😅
@raphaelmillies-lacroix5702 ай бұрын
I love your process from mastering blender to use your own voice in metasound. Looking forward to see how you handle level transition as I myself building a fancy teleporter ^^
@olegklaus2 ай бұрын
Thank you for the nice words. When I started with unreal i was using Sound Cues but relatively quickly switched to MetaSounds. I think more people should talk about the power of MetaSounds. Nice! Feel free to connect on social media, would be interesting to see your teleporter as well :)
@PretendCoding2 ай бұрын
I love how you demonstrated foloy using your voice as a sound effect. And I'm sure people missed it because it happened fast, but I'm glad you're using something to measure texel density. A lot of devs don't even know what that is, and it's super important for artistic cohesion. I'm looking forward to playing your game Oleg, and I'm enjoying following your progress.
@olegklaus2 ай бұрын
Hey Thank you very much. Creating SFX is super fun for me. UVs in general and Texel Density was for some time a topic I was avoiding in 3D. Although I know now how to unwrap manually and set seams and such I still use ZenUV for many tasks, such as quadrify and setting the Texel density. There are still some meshes I have to adjust but I agree its important and noticable when the density is different from mesh to mesh. May be I could talk about it some more in a seperate video. And thank you for the support. :)
@raphaelmillies-lacroix5702 ай бұрын
Hello, great video ! For flickering, you can use a metasound of a flickering light and listen to envelope for light intensity, I had some great result with this approach.
@olegklaus2 ай бұрын
Oh thats very smart! I have these mechanical "projector eyes" in my game that start flickering when pointing at the player. They are already using a metasound so this would be perfect to drive the light intensity. Thank you.
@raphaelmillies-lacroix5702 ай бұрын
@@olegklaus Thanks, I found that animation, material or particles can easily be driven this way (door handle, rocket reactor), it's really fun to scale everything from audio envelope/gain/pitch. And with metasound it's pretty easy to compose with multiple sound, add randomness, fade ..etc.
@brookebrekke3 ай бұрын
*promo sm*
@jakecarvey3 ай бұрын
Absolutely love the way you are playing with shaders and lighting and level design
@olegklaus3 ай бұрын
Hey, thank you very much. I am thinking to make a seperate video about Materials in the future.
@jonwatte42933 ай бұрын
Very cool! Metasounds has so much depth. (The voice level on the video is better matched to other KZbin clips too.)
@olegklaus3 ай бұрын
Thank you, glad you like it. 😁
@taf00r3 ай бұрын
Whoa, it reminds me about Ballance video game. Similar vibes and brought back me to childhood, looks cool! I would certainly buy this game
@olegklaus3 ай бұрын
That sounds good 😁 If you like you can wishlist it on steam now: store.steampowered.com/app/2895170/Circulation/?beta=0
@taf00r3 ай бұрын
@@olegklaus Definitely liked) I've added
@jonwatte42934 ай бұрын
I like the thinking here! The audio for the speech is a bit off compared to the videos I watched around it, though. Perhaps you could cut sound under 150 Hz from the talk track and add some compression to better match the loudness of other KZbin channels? I like the chill background music though :-)
@olegklaus4 ай бұрын
Hey, thank you. Someone else sad the same thing regarding compression. Honestly it's difficult for me to understand the issue because on my end it sounds good I think. But I am also not a sound guy. It must be the OBS settings because I think I have a decent microfon. Or do you mean the voice is too quiet?
@jonwatte42934 ай бұрын
@@olegklaus yes, the video is quieter than others on KZbin! The fix is to add a little bit of compression, and then normalize the sound track, for whatever software you're using. And cutting bass (under 150 or 200 Hz) before compression will make it more consistent. The rest of your production is so good, gotta make the sound match :-)
@olegklaus4 ай бұрын
@@jonwatte4293 Thank you for your help, I will try fixing that. :)
@savageadamcz4 ай бұрын
Hey Oleg! I wanted to ask you if you are interested on working with the most trendy games in AVALANCHE gaming space?
@olegklaus4 ай бұрын
Hey Adam, please explain, I don't know what you mean.
@savageadamcz4 ай бұрын
@@olegklausHey Oleg, I meant if you are interested on working with game studios were they use Unreal Engine 5 too, Soo with your skills they will pay you working on their games, adding mechanics, optimization, Ai and many more
@olegklaus4 ай бұрын
@@savageadamcz hey thank you but I don't think I am quite there yet. Right now I am focusing on this game and want to learn as much as possible from it.
@savageadamcz4 ай бұрын
@@olegklaus Oh okay, take your time! Reach out when you think you are ready
@kaulizera4 ай бұрын
The video is well edited, and the game looks really cool. Good job!
@olegklaus4 ай бұрын
Thank you very much.
@ebola92164 ай бұрын
i think ur about to blow up on youtube, keep it up bro!!!!
@olegklaus4 ай бұрын
Thank you for the support ,we'll see. I have to upload regularly I think.
@ebola92164 ай бұрын
i didnt even realise it was supposed to be a light bulb until you showed the modeling part tbh
@olegklaus4 ай бұрын
Yeah it's a mix, it's mostly to get visual feedback and some interesting recognisable shape.
@jonwatte42934 ай бұрын
Set the Z value of the force vector to zero before normalizing
@olegklaus4 ай бұрын
Thank you for the help, I will try that.
@PretendCoding4 ай бұрын
To solve the movement issue, instead of using the camera's forward vector, you should calculate the forward vector based on the right vector. I'm pretty sure that's what they do in the third person character as well.
@olegklaus4 ай бұрын
Hmm, I can't tell yet if it would work. Others suggested zeroing the z vector. It will take some testing. But thank you for the reply 👍
@clonetrash4 ай бұрын
Cool video! Inspires me to fiddle around with materials as well 😄
@olegklaus4 ай бұрын
Awesome, glad to hear that.
@piotrszlachciak11724 ай бұрын
Hey. I'm not familiar with how exactly Unreal works, but in general to solve the camera/speed problem you need to align the input axes with the world axes instead of the camera. One trick that comes to mind is when calculating the movement direction is to take the camera position and rotate it (only in the calculation) so that it faces straight down. An alternative approach is (assumimg z is up) to take the vector from the camera to the ball, set the z component to 0 and normalize this vector. That way you'll get the forward direction (corresponding to arrow up, or joystick up). By rotating that vector 90 degrees on the z axis you get the sideways direction. And now you apply your input to those directions. I hope this helps :)
@olegklaus4 ай бұрын
Hey thank you very much for your suggestion. The first approach might work. But now I believe the second solution might be the best option because a couple of people sad the same thing. I will try it soon 😁
@philwendisch48944 ай бұрын
Really lookin good! Now we need a whole skill three for the ball.
@olegklaus4 ай бұрын
Yes, and a bunch of enemies and a multiplayer 😅 just kidding
@patolander014 ай бұрын
Fantastic progress Oleg!!! I saw the first iterations you made and now this final piece and it looks amazing!
@olegklaus4 ай бұрын
Really appreciate it. Next step will be a demo version. 😁
@patolander014 ай бұрын
This looks amazing Oleg!!
@olegklaus4 ай бұрын
Thank you very much Pat!
@DevEnabled4 ай бұрын
Great to see you making videos about this project. Looking great.
@olegklaus4 ай бұрын
Thank you very much. We'll see how it goes. Hope it gets some more views as I make new videos 😁
@clonetrash4 ай бұрын
Very thorough! Love the attention to detail
@olegklaus4 ай бұрын
Thank you very much!
@PretendCoding4 ай бұрын
I noticed you are connecting the events to their bindings directly, this works fine, but you can also use the Create Event node if you drag off the Event pin in the Bind node. This allows you to have them further apart, or even on different event graphs, and it looks a little cleaner. Using the event dispatcher like you are is pretty close to the Observer/Listener design pattern. Design Patterns are common things programmers use quite a bit, even without knowing that's what they're doing. It'd be worth your time to watch a short video on them, though most don't speak about them in relation to game development, I think there are some here on KZbin. And yes, these videos inspire me to make more things, you're doing a wonderful job on your game and I hope to follow you on this journey.
@olegklaus4 ай бұрын
Hey, than you very much, I really appreciate the feedback. Still learning new stuff so it's cool when people suggest better solutions or alternatives. I will definitely have a look into observer/listener. Is it better on the performance or anything like that? Want to create a good balance between design and technical knowledge here.
@PretendCoding4 ай бұрын
@@olegklaus Design Patterns can help with performance, but it's more about ways to achieve things easier. The observer pattern is all about having a listener subscribe to an event and respond in some way. In your case, you've got the rings which listen for the value of the center rotator to change, and when that changes value, the rings turn. You've already implemented it, but looking at how it's done in general software development should help give you ideas on how to implement it in your own projects.
@olegklaus4 ай бұрын
@@PretendCoding got it, thank you.
@tgoehlert4 ай бұрын
awesome insights! :-)
@olegklaus4 ай бұрын
Thank you 😁
@zaynabhafez29065 ай бұрын
I love everything about this game!! really unique idea and the visuals, mechanics, and everything is satisfying to watch. If this is your first game on UE then i can't wait for more. Good luck, can't wait to actually play it.
@olegklaus5 ай бұрын
Thank you very much. I made one commercial mobile game before with some old engine and then switched to unreal. Will post more detailed topics soon.
@ThankYouESM5 ай бұрын
Will this avail for AndroidOS?
@olegklaus5 ай бұрын
Hey, I can't tell you for sure now. Have to try how it runs on mobile and probably do a lot of optimisation.
@ThankYouESM5 ай бұрын
@@olegklaus Fully Understood and Thank You.
@lipphart5 ай бұрын
Nice quick mesh switch logic. Nice. But why the hack do you have the "Set Array Elem"? Just for people to react in the comments? This node is unnecessary. ¯\_(ツ)_/¯
@ezequielblanco86595 ай бұрын
I'm not sure it would be a game for me, but the style is certainly beautiful! I love how it looks. Great work!
@olegklaus5 ай бұрын
You never know 😁 but thank you. Appreciate it.
@Shockwavs5 ай бұрын
The game look so cool, good luck on your journey
@olegklaus5 ай бұрын
Thank you very much.
@psykoj5 ай бұрын
This is looking great! Looking forward to seeing the journey from beginning to here. Good luck!
@olegklaus5 ай бұрын
Thank you, can't wait to make the next video. It will go into more detail.
@ross.mp35 ай бұрын
That's what I like! I'm just a player that is interested in unusual puzzles and beauty. And you have it here :-)
@olegklaus5 ай бұрын
Thank you for the nice words.
@enge_mulle13735 ай бұрын
I love you
@Storypaintings5 ай бұрын
Really Cool work Oleg! this is looking awesome!
@olegklaus5 ай бұрын
Thank you very much :)
@jonwatte42935 ай бұрын
I love the look of this game! Looking forward to its progress and final release!
@olegklaus5 ай бұрын
Thank you. Stay tuned for more updates.
@hardcorerick85145 ай бұрын
Love this, super atmospheric.
@olegklaus5 ай бұрын
Thank you very much, trying to make something really unique.
@IndyStry5 ай бұрын
Great tutorial, quick question, when you made the recursive loop plugging the delay back into the Set Intensity, isn't that bad to have never ending loops? Is there any other way to do it?
@olegklaus5 ай бұрын
Hey, good question. I can't tell you for sure, but this is a setup I found some time ago directly from Epic. Another way, I guess, would be by using a Timeline and just setting it to loop. It seems to me that if you want to repeat something, you have to retrigger it somehow, so you end up with a loop anyway.
@PretendCoding5 ай бұрын
Looks really good! If I could suggest one thing, it would be some minor screen shake while the ball is within the circle.