That exploding bridge was sick af. You should probably show that first in the video hahah and then show the rest of the devlog
@EnterReality3 ай бұрын
As cool as it looks, as it is right now, motion matching makes the character weightless, while in theory you should take into account that he's wearing a steel armor. Not sure how much tweak can you do in motion matching to "add weight", but I think that it would fit better the kind of game you're developing.
@bezimienny53 ай бұрын
Gotta get better suited animations, which will come in time I imagine
@InnerSunshineАй бұрын
Simpler solution. When making the movement data base, do live motion capture with the actor wearing 20-30 lbs of weights. Alternatively tell the AI the character weighs much more. Then the inertia when he changes direction will be more realistic.
@gingerpatch003 ай бұрын
I'm really enjoying these videos! I'm not a game developer so it's nice to get some insight into the process from people who are passionate and knowledgeable like yourselves
@InnerSunshineАй бұрын
Towards the end, I recognize the drawing-painting style of Roy G. Krenkel (student of Frazetta) on a Mars (Barsoom) landscape with a castle. Nice to see!
@IcarusTheEagle3 ай бұрын
wow, i just caught up on this devlog series last night, cool to be one of the first 200 to see the next in line. I'm planning on making a souls-like as well, except I'm going to try to make it in a cyberpunk themed setting. It's a little ambitious for my first full game ever, but I'm confident that with enough time and persistence, i could actually do it. Also, unreal makes it so much easier to accomplish that task, even as a solo developer
@rafalobrebski3 ай бұрын
Always good to have an ambitious side project, even if mainly to learn :) good luck with your project! And thanks for the kind words ♥️
@Lootboy30002 ай бұрын
this is probably the best devlog video if ever seen not lying realy interesting to look
@rafalobrebski2 ай бұрын
Thank you!
@wethesqueemish-3 ай бұрын
Nice! Please match those beautiful colours in your concept art, that turquoise sky is too pretty!
@Legend_youtАй бұрын
There is something off, I think the character doesn’t blend properly with the environment, maybe the lighting I don’t know
@LeoCunha172 ай бұрын
keep posting, this is so good to watch
@rafalobrebski2 ай бұрын
Thank you!
@BLUEBLOODDD3 ай бұрын
ah!! i love this series wait every time for a new vid!! pleasse keep going
@AnwBarry3 ай бұрын
It seems like this would be very useful for a parkour game
@martiandesertboy3 ай бұрын
it is, and it is already being used in 2 parkour projects atm.
@AnwBarry3 ай бұрын
@@martiandesertboy That's awesome! Seems like it was made for it. Would you know the name of the games?
@Handleforyoutubedude3 ай бұрын
This looks great! I’m not sure if this is something you’re interested in, but I’ve been trying to understand the GASP event graph and functions to add in combat systems and new animations like you did, and there are no videos that really explain how to customize it while maintaining the motion match animations, love the video :)
@csekevilmos4083 ай бұрын
can you make a video avout how to make the attack work together with motion matching?
@Faizan-khan-13Ай бұрын
Thanks for the Knowledge 🙂
@lukasmarks65043 ай бұрын
Found this devlog series yesterday and will definetely be tagging along! For now - If you're thinking about custom music later down the road, might I put belarusian composer Dzivia on your radar?(If he is'nt already) I feel like his style could fit for your project, or serve as inspiration 😉
@andreidaniel6873 ай бұрын
Love this Moves so nice ❤ Now I understand. l can't wait to implemenit it in my game too! Thanks for the awesome videos!
@Rene4nd3 ай бұрын
Looks so cool! Idk why but I still feel like the dodgeroll animation is a bit off? It seems like it snaps to it very fast, and that it’s plays faster than other animations - I know it’s still very early on and this is just a small nitpick but still wanted to mention it
@Silvieson3 ай бұрын
Keep up the great work! love watching your devlogs!
@rafalobrebski3 ай бұрын
Thank you!
@Hhhhhhhhhhhhhhhhhh7853 ай бұрын
Extremely underated
@Josh_Alfaro3 ай бұрын
Bro, how did you do the collision bodies for the cloth physics?
@lordmaddog60033 ай бұрын
Wow looks good! I have a question if you don't mind, I built my own motion system but its not any where near as good as the new free one by UE so I plan on switching over. My foot steps are run by anim notify inside the animation that shoots down a line trace get surface and spawn sound/particle. Placing each notify inside each animation was tedious but with only 30 or so do able. The new free one has literally hundreds! So how do I go about doing foot steps? My current thought is to have line traces on tic with do once that fire when distance to ground < then 5 and reset when distance to ground is > 5. But doing so on tic will hit fps especially if I have 10+ humanoid NPC on screen... So how do you go about foot steps?
@marlaoutatsgamingcollectibles3 ай бұрын
Those animations look much better! The dodge roll looks snappy I feel, but I'm guessing it's not all 100% final... Out of curiosity, are you guys planning to make a full game in the end ? Or it's just a fun little side project ?
@rafalobrebski3 ай бұрын
We’ll see once we know the full size of what we want to make :) for now it’s just for fun, but we might go full production in the future
@marlaoutatsgamingcollectibles3 ай бұрын
@@rafalobrebski well, since you guys seem to work mostly on design, if you ever need a 3D artist to make unique assets fot the project, I'd be stocked to do so! I've got experience working in Triple-A but never on a souls-like...that's something I've been wanting to do for a while :)
@ng-fc6pd3 ай бұрын
Cool one
@raminkuntopolku86363 ай бұрын
how easy would it be to edit and layer these premade motion matching animations? like for example if i wanted to have the character hold a two handed polearm and not swing their arms so wildly during the run animation? or maybe create good looking dynamic attack animations where the movement isn't disabled like souls games implement attacks? I've been studying Lincoln Margison's humanoid procedural animation course and i'm wondering which approach is more flexible for this use case and whether weles aims diverge from the souls formula with its combat?
@GirishNohwar2 ай бұрын
One questions here Rafal, the animation set from unreal doesn't seem to be fitting well to the heavily armoured character, and I also noticed the hands, they were not actually holding the sword. How much work it would be to make those adjustments to 500 animations? Is it even feasible for an indie?
@MultiCasse3 ай бұрын
there is a method to change the flow of time in game for unreal, you could probably use that for the time stop or reverse ability, instead of having scripted "steps" you could animate the various rocks to follow a specific trajectory (probably slower then the ones shown in the video :) ) and that ability would be used also outside of platforming, so that your giving more agency to the players. sorry if i butcher some grammar's rules. anyway can you suggest me some videos or site where to understand how to work with motion matching? btw i'm loving the devlogs.
@rafalobrebski3 ай бұрын
Thanks for the suggestion ♥️ this one was done „quickly” to check the idea and iterate on it if we like it :) I really recommend the GDC video I linked. Other than that, Gorka Games has some interesting vids on it :)
@charlespierro80483 ай бұрын
Super dope.
@vladimirxoxoxoxox29383 ай бұрын
Well Done!
@jokered11333 ай бұрын
the animations look great, but since you've integrated your own needed animations into this system, in turn now those look stiff compared the polished animations, also the sword looks like its flailing around like crazy because the animations were not made for the character to hold a sword while moving, but it's actually a great preview of how much you can get done that looks state of the art as a basically solo dev in 2024 and I am excited to see where you go next with your game, Soul games are amazing but I hope you have a twist to yours that makes it unique.
@rafalobrebski3 ай бұрын
We have a few things in mind! Thanks ♥️
@MrKnowBodyUE53 ай бұрын
Great Work! Really Enjoying your videos!
@rafalobrebski3 ай бұрын
Thanks!
@IcyGhost_3 ай бұрын
I think this is double edged sword, even though the animations looks good, is it worth it to have a knight in a big armor like that running and jumping like a parkour athlete ?
@Sh4xerCS-3 ай бұрын
episode 4 lets gooo. was here from ep 1! i am so hyped for the future
@ps_and_xbox3 ай бұрын
can u make a tut about combat sys and this movement sys in details plz
@rafalobrebski3 ай бұрын
Yes, we will ♥️
@ps_and_xbox3 ай бұрын
@@rafalobrebski thx ♥️
@itsafish46002 ай бұрын
cool
@diegosaez48853 ай бұрын
Out of curiosity: What are your and your wife's PC specs to work on this project?
@Sabukaaaa3 ай бұрын
You should make it so the character is holding a sword down, now it feels like he is swinging around a sword as if it has no weight. The game looks fire tho, can't wait to play it 🔥🔥
@MuhammadAwaisKhan-t8j3 ай бұрын
the parkour at the end was dope
@elias21813 ай бұрын
Thank you so much, for the Video :D In the morning, I thought about, what games has very good movements, so I can take some inspiration from it. My game idea is very very big, maybe too big for the first game. I was thinking about, to use GODOT and build the game in 2D. But than I read, that 2D takes a lot longer, than 3D games. ^^"
@rafalobrebski3 ай бұрын
Thanks for the support! And I actually do recommend starting with Godot for first games :)
@shekir20083 ай бұрын
is the game going to be open world?
@rafalobrebski3 ай бұрын
No, we don’t plan it to be
@nekropadres70783 ай бұрын
now it seems like it weighs too little
@viktorscott80193 ай бұрын
hey
@Phantom_Coding3 ай бұрын
First
@wizardry-y3q3 ай бұрын
the animation with this big knight is not real should make more heavy this so fake LOL