You need to add a bullet impact sound when you hit an enemy. Like a dull thud sound. It makes shots feel a lot more impactful if you are able to hear a audio sound cue when you hit something and deal damage. I was also going to suggest adding reaction animations to the enemies when they get hit, like a small recoil, but that's more dependent on the style you are going for.
@MacShrike Жыл бұрын
Also, what I did with the hiding behind stuff pathfinding thing; when an NPC loses sight, he remembers just the last position of vision, then moves to that. This way you can still effectively escape but it makes sense for the enemy attack. Also it saves on the pathfinding every step. I only use pathfinding to navigate the obstacles.
@monoditri8957 Жыл бұрын
Boro is gonna singlehandedly make a game with AAA quality, seriously all those details are insane! I wouldn't even think of them but they bring SO much, can't wait for the finished product!
@BoroCG Жыл бұрын
Please, lower your expectations! (so I could exceed them)
@monoditri8957 Жыл бұрын
@@BoroCG I'm sure you will anyway haha
@ArbitraryOnslaught Жыл бұрын
I have to agree, continues to adjust and add beyond what I concieve. Its exciting to see it come to life. Keep up the awesome work 👌
@CriaVielen Жыл бұрын
I'm shedding tears of anticipation
@MimiMei29 Жыл бұрын
Same
@kailevil3444 Жыл бұрын
This looks great! Congratulations in doing everything! Just one thing, be careful with the static cameras, some people get desoriented when that happens, more with the change of how you are able to move (right is up, back is left for example).
@e_buffturtle Жыл бұрын
Amazing work. You should definitely make multiple variations of animations for your creatures to make them less uniform. Also, I feel you should incorporate some squash and stretch on parts of the creatures that have been hit with a bullet (I'm not sure of your creature's morphology but it looks squishy with a basic bone structure). Jiggle physics goes a long way! A tip for the creature's chase AI is to make it go in the direction of the player and then apply a slight random directional offset. For example, if the player is 90 degrees north, then make the creature go 90 degrees north +/- the directional offset (23 degrees). This will make all the creatures wander toward the player but not group up like a hoard of zombies. You can also periodically change this offset and have it smoothly shift between values (lerp) so your creature isn't walking in a straight line. This basic navigational variable allows you to have multiple creatures with different chase logics. You can have dumb lumbering creatures that wander toward the player or have a quick smart terrifying creature chase the player with accuracy. This also helps set up some context for the player about your creature. If your creature wanders towards the player but is off by a little bit, this tells the player that the creature is lacking in intelligence and/or its senses are somewhat dull. By removing the navigational offset, you make a creature that is more terrifying because it has a constant focus on the player and will always know what direction to go, this makes appear "intelligent". AI is one of the most difficult things regarding video game development, but because you are making fictional creatures, you can "cheat" with how they behave. I think this is a good start.
@BornStellar-yp5st Жыл бұрын
Create a spawn system for your creatures. It would help with them all starting at the same time in the animation and it's easy and well as better on performance. For instance; try this: >Create an actor and place in a collision box, change collision to only overlap pawns. >Create "Scene" components based on how many monsters spawn when triggered. 5 monsters? 5 Scene components. >Click on the collision box component and right click in the graph editor and go to "Begin on overlap" and then string that to your player character's pawn. >Spawn actor (Your monster) then drag your scene component (Whichever one you want first) and have it spawn at that scene's location. You can click on the actor and move the "Scene" components to different areas where each monster will spawn. >Do this for every "Scene" component and set a delay on each of them, longer for each one after, but not so long that your player sees them spawn. Hide them behind line-of-sight breaking objects. >Upon it completing this function, you should have the actor destroy itself. ____ Remember to set your monster's actors to be both "Place in level" and "Spawned in" so they'll function properly. Thankyou for the content Boro!
@dreadwinter Жыл бұрын
Looks good! Im impressed by the foot IK. 16:40 I think some kind of swarming behaviour would be great there. They seem to all pick the same-ish shortest path to the player and kind of clump up together, but they could spread out a bit to fill the available space to take it away from the player or to surround him. No idea how hard it would be to code though.
@nickiam_ Жыл бұрын
What if enemies at some poin would be able to stick their hands into the walls and start running at the player?
@BoroCG Жыл бұрын
I like the idea of having some kind of madness mode for monsters that makes them a lot faster and more aggressive. Right now, the pain meter kind of does the speed part, and it will probably evolve to have more interesting effects on the behavior
@kxdproductions2375 Жыл бұрын
very inspiring, cant wait to play the finished game!
@legospartan3.042 Жыл бұрын
Can't wait what else you will add to the game. I have a idea of monster that follows in packs and rush at the player, if the leader dies they scatter around and be more unpredictable. Great late game enemy when you have a SMG of some sort
@AMOGUS_is_SUS696 Жыл бұрын
you lead legos right ..... tell your minions to stop laying on the ground and stubbing people's feet #feet safe
@legospartan3.042 Жыл бұрын
@@AMOGUS_is_SUS696 Erm.. No. Hahaha 🇱🇷😎🍔
@bar_max4807 Жыл бұрын
I’m a new sub and HOLY SHI- once this fully releases, I am gonna download this, also you should make a sound when their in pain like, in the start of their pain, they growl loudly, 0.6 seconds later while running at the player, a horrifying screech would ensue, I think a mix of rage and fear would do good.
@ttabata Жыл бұрын
the mechanics of "pain" is really creative and exciting.
@Ben-rz9cf Жыл бұрын
Are you using the crowd AI Controller? Theres a separate AI controller parent class that improves the path tracing for groups of enemies automatically. Its kind of magical.
@BoroCG Жыл бұрын
Sounds awesome, thank you
@ahmdmhamd4606 Жыл бұрын
Can you make guts more taller to make him more intimidating and the tentacle attack will make more scenes to do damage
@MacShrike Жыл бұрын
The speed variance isn't working because it resets to fast, so on average, it stays the same you could add a, also random, timer that has it keep its new speed until timer runs out or you get close or... you know.
@myapaquette7418 Жыл бұрын
Seeing this whole process is so interesting. Amazing how much goes into an interactive 3d price of art.
@gaia35 Жыл бұрын
great work on the game, the attention to detail is intriguing and I am enjoying seeing the progress. I just wanted to tell you that your English is very good and clear.
@fetouhsadegh9368 Жыл бұрын
And for the animation randomization , if ther's no way to do it naturly , maybe you can just use "delay" with a random number so that the wont start playing at the same time
@BoroCG Жыл бұрын
Yeah that's one way to do it, but my fast-forward approach is more effective. At 9999 speed, I get a much bigger change in 0.5 seconds, while a 0.5 second delay would give exactly 0.5 second change
@fetouhsadegh9368 Жыл бұрын
@@BoroCG i see , pretty smart :) am still new to ue my self , your vids are a big help in my journey , thanks again :)
@AMOGUS_is_SUS696 Жыл бұрын
@@BoroCG why don't you amplify the animation of certain parts randomly and making it so that the more the amplification the more time the animation takes to play
@MacShrike Жыл бұрын
I really like the static camera idea
@EE-hk7if Жыл бұрын
Honestly I think stumbling over corpses could be a good game mechanic, so you have to pay attention to your surroundings more, and can't just kill monsters wherever you like. You have to plan it.
@BoroCG Жыл бұрын
Yeah I agree, but it should trigger a decent stumbling animation. Before, it was a very glitchy stutter
@S1L3NTIGamer Жыл бұрын
With the static camera thing, I would recommend waiting until the player makes contact with the floor before officially changing the camera otherwise it may be super difficult to do any platform Int (if you wanted any). That shift in perspective mid jump can seem a bit funky, but if you let the player land then it shifts it won’t be as jarring.
@BoroCG Жыл бұрын
Good point. One thing I never mentioned, and not that it matters too much, but the actual controller orientation smoothly rotates about 2/3 of a second after the camera angle changes. So the character keeps walking the same direction for a little while, and then smoothly starts walking based on the new camera angle. Really helps with adjusting to the new angle when playing
@wiczus6102 Жыл бұрын
Wow I was watching you a few years back I had no idea you make games in unreal. Looks good, I like the attention to footwork.
@fetouhsadegh9368 Жыл бұрын
Looking forward to be able to play it my self ! Keep it up ! A sggestion , maybe when rhe ennemies notice you the run a bit tworad the player then stop a bit and rcontunie running after .
@R0w4nH0pk1ns Жыл бұрын
I've been looking at doing something similar to NieR automata's camera (which I consider to be a more up to date take on the static camera systems of old) and I think the solution I'm settling on is to create a BP for my camera and some exposed variables I can use to tell it how to behave. How are you handling combat in the static cameras? - might be a bit jarring for players to go between the 2 modes and an annoyance if it removes combat abilities (unless very careful placement). This got answered later in the video oops. I think I'd approach it by making the red dot act more like a laser that you can see from the side too because it would be a clear indicator of where the player is aiming and doesn't diverge too far from the core shooting. Nice simple solution to the enemies getting close, I like it! behaviour trees seem quite simple but I've found there's a lot of mistakes you can make. That said it's probably still worth trying to learn. The EQS looks like a pretty powerful system too. There's also state trees (i think?) now too, which on paper seem a really intuitive way of doing ai but there wasn't much documentation on it when I last looked. There's nothing wrong with doing it how you did, but it might get confusing and prone to errors as the ai gets more complex. - Ryan Laley has some good videos on behaviour trees and ai for anyone interested, there's also a couple of epic streams going over them in depth too. Mixing it up is a good shout, with this approach it's a good idea to remember it's okay to scrap something you've done and start again if it's not up to scratch anymore. I've found it's often quicker to remake something with improvements than it is to go back and refactor a lot of code. Might be interesting to make the pain speed up have a chance to spread to nearby monsters if they crowded up.
@LightNovelRemuruTempest Жыл бұрын
@BoroCG when are you going to make more monsters?
@indothomas Жыл бұрын
is there any way to add any distortion or randomly generated distinction between the fleshy enemies when they appear in hordes? So they dont appear as clones of eachother? Probably not but since they are beasts of twisted gore it would make sense. You know how the enemy goons in shooter games like uncharted or wtv are all essentially the same character with skin tone and outfit variation? Is it possible to find a way to take from that?
@BoroCG Жыл бұрын
Yeah I have some ideas in that regard. Definitely planning to introduce variety to the enemies' looks
@gaia35 Жыл бұрын
17:04 Idea, you could have them sometimes trip because of their fast movements.
@DreadfulDrummer Жыл бұрын
Might I suggest; if the enemy gets shot in the foot, it starts to use its arms to walk as a tripod-even studier and faster than if you'd just shot it in the "face" from the start, as you know you should have-or would it be too difficult to, all of a sudden, just _make arm bones leg bones now_ ?
@vekethegamer3786 Жыл бұрын
I'm more of a behavior tree user myself and that's why I didn't know that you could that with nodes!
@Ratking47682 Жыл бұрын
This is fantastic keep up the great work
@GamingWithDaleUK Жыл бұрын
You Could always just set a random delay before the ai activates to stop them moving in sync
@geekok Жыл бұрын
Awesome 👍
@mezozoltan1 Жыл бұрын
In the game you're making will you be able to shoot off the limbs of the monsters or are you going to just stick with bullet wounds?
@ITSTHRlVE Жыл бұрын
This game is gonna be great!
@crisalidx5881 Жыл бұрын
It looks really cool!
@-aqua-5810 Жыл бұрын
How would someone add a cutscene death like in resident evil hmmmmm
@Micheladeldeserto Жыл бұрын
Amazing work as always! But I just wanna ask if anyone else had "The forest" vibes by watching this ;)
@ramonavisconti674 Жыл бұрын
very good progress!
@josies.2932 Жыл бұрын
I would hope that the static camera is only for safe areas at the beginning of the game so that the player gets used to feeling safe when the camera angle changes, just to be sneak attacked when they thought they were safe during late game lol
@BoroCG Жыл бұрын
I also like the idea of giving the player some asylum only to take it away later. Kind of like SH4 does with Henry's apartment that becomes a hostile environment later in the game
@cubic8335 Жыл бұрын
I’m literally so exited for this game
@michalkrasnodebski8709 Жыл бұрын
would you or anyone could recommend some beginner steps for learning unreal engine 5 ?
@Fulminitro Жыл бұрын
Why I can't find your old photoshop videos?? no overpaint, learning from the bests, only the blender stuffs....
@BoroCG Жыл бұрын
Check playlists!
@Fulminitro Жыл бұрын
@@BoroCG even the search section on your profile didn't throw them up either, so I started to panic :D thanks mate, I rly like those videos, already learnt a lot by them. :)
@romppy Жыл бұрын
Nice Job!
@JohnnyStorm.CC1 Жыл бұрын
you should have a nest for the monsters kind of like the one from resident evil 7 biohazard
@BoroCG Жыл бұрын
Yeah I was actually thinking about the idea of grouping monsters intro some kind of clusters, which will determine properties for them. Like, alarmed state spreads only between monsters from one nest, or that they don’t go too far from their nest. Maybe some kind of progress/benefit is possible after killing everyone from one nest. Maybe there’s a way to destroy all the monsters by destroying the nest, but it’s hard to do. Should be a thing in some shape or form.
@JohnnyStorm.CC1 Жыл бұрын
@@BoroCG maybe you can have the larva of the monsters in the nest and if you get too close you get swarmed by monsters protecting their offspring
@Steve_Fid Жыл бұрын
how about the player animation 😢
@MovitzFlowerhill Жыл бұрын
Really good, add knife/axe and blood splatter.
@Originalshy Жыл бұрын
How are you thinking of animating daddy long arms? Just curious!
@BoroCG Жыл бұрын
Ya'll see!
@CaptainAperic Жыл бұрын
Lesss goooo new vid
@DeityMoop Жыл бұрын
nice
@WurdBendur Жыл бұрын
Instead of making them move really fast, couldn't you make them move really slow for a random duration so it's not as jarring?
@wkkleric Жыл бұрын
Borodante one man band
@Theofficialkuyyy Жыл бұрын
new gunsss
@sirfroze Жыл бұрын
add camera bobble
@MistaManlyGuy Жыл бұрын
Consider making an Unreal Engine tutorial series after you make your game or something please 🥺 I'm interested sometimes, but the videos I've come across are boring and wouldn't even have versatile enough information, I feel