Wow! Prismatica is easily my most anticipated devlog series. I'm glad you're taking experimenting around with a bunch of stuff. It will really make your game unique.
@PrismaticaDev2 жыл бұрын
Happy to hear it :) I just love letting my imagination run wild haha
@rohanthorat1409 Жыл бұрын
I just binged this and I have to say, this is the best Unreal Engine devlog series on KZbin. These systems are so deep, it makes me excited to see the final result. It already feels like a sandbox where players can create their own enjoyment out of just playing with the systems.
@DawnBriarDev Жыл бұрын
About those print screens: The print screen node has a "key" value on it (this is a new-ish feature.) If you put a name into that key, the updated value will occupy the same slot, instead of scrolling by so fast that you can't read it. "speed" "offset" Etc. They won't move, they'll just update that same spot over and over again.
@chernoair78052 жыл бұрын
Wow that inventory interaction is super creative. Your game is gonna be a mega hit and we can all tell just by the little special intricacies you have crafted and applied to your game. Us other developers and learners will be referencing your shit for years to come.
@NathanMoody-l2p Жыл бұрын
What a breath of fresh air to find a devlog series where the developer is a properly skilled programmer
@PrismaticaDev Жыл бұрын
I wouldn’t say “skilled”… just persistent and has too much free time :P
@mittr64352 жыл бұрын
Can't wait to observe the progress been done, and the meaty explanation of the systems that follows😁
@sweetbro1642 Жыл бұрын
25:20 the rpg outward plays with this idea a bit. Most of your inventory is carried in a backpack, which affects how you roll and your movement speed. When you enter a fight, you usually drop that backpack for greater freedom of movement, but since there's a decent chance you may want to flee from certain fights, carrying a ton of variables this way carries a big risk.
@Futilic2 жыл бұрын
This is the highest echelon of polish game I've ever seen a game. And everything is so extrapolated and compartmentalized that "it just works." Its quite amazing to see. Great work! Been watching since the beginning and its incredible every episode.
@sourdonkeyjuice2 жыл бұрын
Wow this game is going to be the most sophisticated ecosystem of any game yet. Insane that you're doing it almost all by yourself!! Keep up the good work.
@PrismaticaDev2 жыл бұрын
Haha hopefully the complexity doesn't make it explode
@DylonDylonDylon2 жыл бұрын
Pris, we want to see all systems on a deeper level. You and your team are creating something unique and on top of that, it's been a truly helpful learning experience for me and others! Keep up the good work y'all!
@PrismaticaDev2 жыл бұрын
Haha if only I could fit it all in to one video :P Eventually I'll do some deeper dives in to how more stuff works on a code-level
@johnmannp2 жыл бұрын
Im so glad that I searched up how to make stylized grass and found you! This game has come so so SO far since I started watching! Its really really amazing what you and your team have done. Really im totally amazed on how GREAT this project looks! Keep up the good work :)
@PrismaticaDev2 жыл бұрын
Thanks for sticking around John - hope you're looking forward to the next demo!
@Mikester44112 жыл бұрын
Wow, this is incredible! I'd love to see a tutorial on the whole physics interaction system, including grabbing and dragging things with control rig, I've been trying to do that for months but keep having issues with it, and since physics and Control Rig hand IK is vital for a lot of my games mechanics I've been stuck making little progress
@ronaldsockman4852 жыл бұрын
When you talk about the backpacks slowing you down I had instant flashback to playing Outward dropping my backpack on the ground before fights and picking it up after.
@nevadamarschke80522 жыл бұрын
Awesome to see how far it's coming! Would love to see an in depth video on the landscape / surface data system and how it ties in with other components. Thanks Charlie
@PrismaticaDev2 жыл бұрын
Will do :)
@finn64922 жыл бұрын
I don't know how you do all of this. Literally magic. Cant wait for the release
@PrismaticaDev2 жыл бұрын
Glad to hear you're excited - hopefully a tiny demo by the end of the year :)
@LivingRealms2 жыл бұрын
A true inspiration for us solo devs out there. Amazing progress!
@PrismaticaDev2 жыл бұрын
Thank you! Happy to hear it :)
@mmertduman2 жыл бұрын
27:34 another mystery for me is how none of those swords are janking and flying off the screen. Do you have a separate low-poly collisions for the tips of the swords? Every time I spawn something sharp/tiny, it just goes through the ground even with CCD on.
@PrismaticaDev2 жыл бұрын
Yep - everything in the game uses the most simple collision possible. It's much cheaper that way and prevents jank
@anthonyn3252 жыл бұрын
Dude you're so talented, all your videos are full of content and it always feels so polished, hope you really make it through with your game !
@PrismaticaDev2 жыл бұрын
Cheers Anthony :) Glad you're enjoying them
@wade50029 ай бұрын
I just discovered your channel and it really gives me Exanima vibes. I LOVE the Runescape effects and sounds as well lol Excited to watch more of your videos and learn more about Game Dev!
@Abdulaziz-ze3jn2 жыл бұрын
Amazing work! I really wish to have an entire course teaching me those systems and how they are integrated together Thank you so much.
@norm11802 жыл бұрын
Would love to see a quick dive into how you do your physics sounds!
@PrismaticaDev2 жыл бұрын
Sure thing!
@literallyjeff2 жыл бұрын
Love all the cool features you're adding to the world. Very excited for all your tutorials.
@PrismaticaDev2 жыл бұрын
Thanks Jeff. I'm excited to make them
@mmertduman2 жыл бұрын
This game is turning into a benchmark for how all other games should implement their specific systems. Crazy.. I honestly don't know how you do it, thinking, designing and debugging these things is extremely exhausting.
@PrismaticaDev2 жыл бұрын
Not exhausting, exhilarating! Doing it all live on stream is a good motivator as well
@anderl222 жыл бұрын
I found this channel in the search for tutorials, and that's what I subscribed for. But now I'm just hyped for the game :D just wanna find cool loot, crush enemies with crates and doors. It really sparks the imagination
@PrismaticaDev2 жыл бұрын
Glad you're looking forward to it :) That's exactly why I designed everything in this way, so that the possibilities are endless haha
@Dealman152 жыл бұрын
I'm very interested in how you solved the physics and use ControlRig to interact with them so fluidly. This is an issue I see asked A LOT on the Unreal Engine subreddit and forums, why their objects despite being very dense are sent into the stratosphere. As for the progress, amazing. This looks a lot like my dream game, something akin to Outward which can be played in co-op but physics-based. There's just something about the idea of a little janky physics-based co-op adventure game where you can fight big bosses that have the ability to yeet you across the map or something similar. Great work and great devlog as usual! :D
@PrismaticaDev2 жыл бұрын
The way I went about it was to make control rig not actually interact with the physics in any way - all the physics is done entirely through code and doesn't need the animation to operate - the IK just sits over the top as a nice visual. The main thing is to just not let the mesh and physics objects block one another
@Dealman152 жыл бұрын
@@PrismaticaDev I really, really need to look into Control Rig some more - seems super useful. It's really quite amazing how stable you've been able to get all this despite being so heavily physics driven. Absolutely love it!
@FMagno2 жыл бұрын
I saw your video on metasounds too, but I would LOVE to see some of those metasounds you built, I'm very curious about how you were able to use the metasound for surface hit SFX you shown for the sword and the procedural sound on the door.
@davinsaputraartandgamedev94532 жыл бұрын
are you using chaos for all the physics stuff? Really want to know how to make those floating platform
@PrismaticaDev2 жыл бұрын
Unreal 5 is exclusively run on Chaos now, so yep. However all the logic is done using the standard "add force/add impulse" functions that are available in UE4's PhysX
@SolidCloudDR2 жыл бұрын
Brilliant update, kudos to you and the team!!
@PrismaticaDev2 жыл бұрын
Kudos to you, my man!
@matiasrubinel7422 жыл бұрын
love your work keep going like that, I cant wait to play your game!
@PrismaticaDev2 жыл бұрын
Thanks Matias :)
@Cz_Dani2 жыл бұрын
You are a one man army its insane to me that you are making this much progress with the team size that you have, i was following from the start and the amount of progress that you made is nuts, both with the game and your skill for game development gg wp 😀
@PrismaticaDev2 жыл бұрын
Cheers Joe :) Glad you're enjoying the devlogs, hope you find them useful as well!
@johanrojassoderman55902 жыл бұрын
Ooooo, I love your devlogs for the interesting systems you make. Really inspirational and encouraging for creative thinking. The eeeeears 😂
@PrismaticaDev2 жыл бұрын
Floppy bois
@slothinahat2 жыл бұрын
Honestly door simulator could be its own game
@IrocZIV2 жыл бұрын
Would be great to see more about how that inventory system works.
@saitkayhan Жыл бұрын
YES PLEASE!
@RioTFF2 жыл бұрын
Can you do a tutorial for grabbing physics cubes and moving them around? In my project, I can snap(attach) a cube to the character's bone, but only if physics is NOT simulated. Then I need to figure out how to create targets for the character to reach for the box & grab it...
@PrismaticaDev2 жыл бұрын
My advice would be to use "Add Force" while it's simulated instead of just attaching it, or using a Physics Handle component
@cansado22872 жыл бұрын
It could be cool to have a mount in the game, like a horse or a mule that you can use both to walk around and to store your stuff.
@PrismaticaDev2 жыл бұрын
Or, you know, a very unfortunate person :P
@cansado22872 жыл бұрын
@@PrismaticaDev This is even better :)
@JT-oh6th2 жыл бұрын
Great update and great progress! Can't wait for more. Maybe even an early demo sometime?
@PrismaticaDev2 жыл бұрын
Yep yep - hopefully by the end of the year
@wukerplank2 жыл бұрын
Great content as always! Awesome progress. (Love the "Activate Windows" watermark 😂.)
@PrismaticaDev2 жыл бұрын
It's a vibe
@anderzenn_official Жыл бұрын
I was watching the Prismatica devlogs through the playlist for them, and I was so confused by the previous video on the list because it was Daniel Trashers video "i can play anything by ear" lmao
@PrismaticaDev Жыл бұрын
HAGAHA no idea how I might have added that to the playlist. Probably a cat stepping on my keyboard
@anderzenn_official Жыл бұрын
@@PrismaticaDev Well it was certainly a surprise that made me laugh 😂
@pikaijzer2 жыл бұрын
You are super inspiring!! Amazing work, keep it up :)
@parkerault2607 Жыл бұрын
This is intriguing. BTW there's already a game on steam called Prismatica. It would be good to get a steam page up for the game so people can add it to their wishlists.
@yellowduckgamedev2 жыл бұрын
This isn’t even a game anymore it’s just some sort of insanely well made physics sandbox
@PrismaticaDev2 жыл бұрын
Exaaactly ;) Perfect way to build a game!
@CosmicComputer2 жыл бұрын
metasounds tutorial? Yes please.... Control Rig tutorial?! YES YES YES PLS. Awesome devlog man! Have you looked at the "Physics Control Component" in preview yet? Also, did you know they Unreal already has buoyancy built in to the water system?
@PrismaticaDev2 жыл бұрын
I haven't looked at it, but I might check it out! And yes, but my system allows for buoyancy on uneven surfaces and non-planar water shapes (which "might" play in to some parts of the game. No spoilers!!)
@eliwimmer2 жыл бұрын
This game is going to have a level of emergent gameplay beyond anything else I've seen. You could botch everything else (not that I think you will), and the overall gameplay sandbox would still carry it to greatness. Even the old Patreon demo which is super out of date feature-wise now was a hoot. The test level could make a great demo v2 😉
@LookItsCollin2 жыл бұрын
ADDING PRISMATICA TO MY CLASSROOM'S WALL OF "GAMES MADE WITH UNREAL ENGINE" BOARD
@LookItsCollin2 жыл бұрын
"control rig tutorials coming" INCREDIBLE
@PrismaticaDev2 жыл бұрын
@@LookItsCollin Heheh get excited! Control rig is really cool
@_Caose Жыл бұрын
I think I'm in love with this game.
@lolaswift111 Жыл бұрын
You're very inspiring. I will pickup something I like and make it as comprehensive as this. would be very satisfying :-)
@WhiteNorthStar12 жыл бұрын
Game looks really good, excellent work :)
@PrismaticaDev2 жыл бұрын
Cheers David!
@kichmadev2 жыл бұрын
So much cool stuff, I'm letting you know I would like to watch tutorials on all things character physics. Anyone: One specific problem I've got is when I throw physics object on terrain it can fall through the terrain, because it seams to me that the terrain is calculated as a thin mesh, and for example when I throw my things on a thick box collider - collisions work ok.
@PrismaticaDev2 жыл бұрын
I think the dodgy landscape collision is a bug - it used to work fine in UE4 but I've also found that smaller objects fall through sometimes
@notinuse9999-c3y2 жыл бұрын
Would it be possible to make a video going further into the system for the different grounds (grass,dirt,sand,stone). How you detect on which one you are?
@PrismaticaDev2 жыл бұрын
I sort of dive in to one of my methods in my "physical material mask" video (I forget the name of it but it's a recent one) for meshes that have multiple "materials" in the same material slot. For the rest of it though, you can set the Phys Material of a mesh/material and then retrieve that info from a line trace or Hit event. You can use an Anim Notify (I have a video on them) on your walking and running animations to do a trace to the ground and find out what surface you're on
@Futilic2 жыл бұрын
Also, flying carpet mechanic should totally be in some dungeon puzzles
@al.otaibi28282 жыл бұрын
Thank you for all your videos. Your soo amazing. I have one request. If you don’t mind. Do a video about motion Matching please 🙏🏼
@FirstCrimson2 жыл бұрын
Love me some good ol' PrintStrings that start with "eyyy dickhead", loved the video and the progress on Prismatica is crazy- super exciting stuff!
@PrismaticaDev2 жыл бұрын
Gotta get my own attention so I fix bugs haha
@TomatoSaucey95 Жыл бұрын
with your gore system, I thought of tattoos for more customization, if you add this, I will be very happy, thx(And I also like the characters in the "no clothes (get it?)" state are similar in TBOI)! 🤞👍
@Rossilaz582 жыл бұрын
My favourite logistical decision will be tearing off my backpack and all my armour and running away from a battle
@PrismaticaDev2 жыл бұрын
Hahahaha well I mean, if it keeps you alive then it keeps you alive!
@zazito342 жыл бұрын
Awesome video! PD: I can't with the "Eyyy dickhead..." print in screen all the time HAHHA
@PrismaticaDev2 жыл бұрын
Hahahaha I forgot to turn it off. I need to purge a lot of my print strings!
@lolaswift111 Жыл бұрын
Inventory and equipped system are quite complex. I've tried a few solutions. Have found something which is flexible enough while simple enough. what data structure do you use for the inventory containers and the equipped items? Very interested in how your architecture looks like
@PrismaticaDev Жыл бұрын
It's all just uObjects referencing other uObjects. All equipment and containers are just ItemObjects that have an array of Contained ItemObjects. That way we can have items within equipped items, and items within those items as well :)
@lolaswift111 Жыл бұрын
@@PrismaticaDevSorry, in my comment, I made a typo. I meant "Have NOT found something which is flexible enough while simple enough". And, Ah,OK, you're using arrays to store actors spawned by class basically. Then my only fear with this approach is it gets really complicated when we have to do lots of loops and nested loops. You project is mixed c++ and blueprint? then less pain.
@PrismaticaDev Жыл бұрын
@@lolaswift111 not Actors, just Objects. And it's storing a reference to the other instanced (constructed) Objects, not to their class etc. I also only use Blueprints and haven't had any issues with loops and stuff. Each itemObject also contains a reference to a Data Asset which has all of its static data (meshes, textures, values, etc) for when it has an Actor representing it
@lolaswift111 Жыл бұрын
@@PrismaticaDev Ah. I'm gonna try. and btw, if you don't mind another question. when you equip something, you do Attach Actor to Component? When you drop something on the ground, did you destroy the component or simply detach it? If you destroy it, what is your code logic because simply using Destroy Component won't work if you're not the owner of the component. I first get the owner, then destroy it. I'm just wondering how experience developers like you do it. Thanks again.
@PrismaticaDev Жыл бұрын
@@lolaswift111 If it's a piece of armour or clothing that is being equipped, they get Merged to the character mesh (the entire mesh gets regenerated as to only use 1 draw call - check Skeletal Mesh Merging plugin that is default in UE5) If it's a weapon or any other item (including armour or clothing that is dropped or just held in the hand) then they're their own Actors which get Attached to the character as needed. The ItemActors are essentially just visual representations of the ItemObjects. As for destroying the ItemActors (eg. putting them inside a backpack) I just use the DestroyActor function after a reference to the ItemObject has been added to the backpack's "Contained Items" array
@rhettosbment23842 жыл бұрын
16:15 I think you mean "new feature"
@PrismaticaDev2 жыл бұрын
Hahaha ship it
@GameDevAraz Жыл бұрын
This guy is talented!
@rodrigobarbosa5803 Жыл бұрын
How to avoid Clipping on the equipments?
@PrismaticaDev Жыл бұрын
Good weight painting and a lot of time and care :)
@doddervegust2 жыл бұрын
Hey, haven't followed you in some time, if i remember correctly this game is going to be multiplayer, right? Are you designing you physics based systems with that in mind? I had a lot of trouble replicating physics so that it will look nice on all clients in all edge cases, and i was doing it only for visuals. Looks like your game mechanics rely heavily on physics simulation results, so is it going to be authority based and then replicated for all clients?
@btchilluminti2 жыл бұрын
Feels like a proper "next gen RuneScape-esque" game, something I'd die to play 🥺
@PrismaticaDev2 жыл бұрын
Glad you're catching my vibe haha
@HRZN-xj9um2 жыл бұрын
That flying carpet thing is a feature, not a bug.
@PrismaticaDev2 жыл бұрын
Hahahaha definitely. Deep lore!
@alexanderkartashov87762 жыл бұрын
oh metasounds nice, i'm up to that!
@PrismaticaDev2 жыл бұрын
Get keen!
@Alaabale2 жыл бұрын
I think we're are getting first 3d AAA game with solo developer
@mittr64352 жыл бұрын
I'm not a gamedev (yet), but each time I see somebody touch upon the Inventory system, they seem to be frightened. I feel lots of evil spagetti-code awaiting me...
@PrismaticaDev2 жыл бұрын
Haha I think people just get scared because it's a big commitment that requires a lot of thought about what it needs to achieve. Once it's implemented it's hard to change
@trapper12112 жыл бұрын
Damn this looks so cool
@WholesomeBookworm2 жыл бұрын
take a shot everytime prisma sais "it just works"
@auireming89052 жыл бұрын
dang so many magical system in one video, also that 'eyyy dickhead' log
@PrismaticaDev2 жыл бұрын
Hahaha I forgot about that one :P
@Drakuba10 ай бұрын
30:25 :( All around me are familiar faces, worn out places, worn out faces...
@MoistStache11 ай бұрын
This game will be brilliant.
@andrewsneacker125610 ай бұрын
This game is gonna be epic.
@waterisaneurotoxin77882 жыл бұрын
Please release demo or something so people can play around with systems in testing area. Call it Exanima grab. Is it possible to cut the straps on a backpack with some well placed slashes?
@PrismaticaDev2 жыл бұрын
That's the plan! I'm going to need a lot of test feedback for all the complex stuff haha Not currently, but it wouldn't actually be very hard to implement with the way I handle durability at the moment (each section of a piece of equipment has its own durability, eg. a shirt might only be damaged on the left bicep, which would make it ineffective in only that area)
@nawhz62922 жыл бұрын
so good
@PrismaticaDev2 жыл бұрын
You are!
@medmel21602 жыл бұрын
Let's financially help Charlie in order to afford windows activation.
@RISKS_V2 жыл бұрын
This is real life simulator lol
@PrismaticaDev2 жыл бұрын
Basically hahaha
@PrismaticaDev2 жыл бұрын
Except you don't have to risk the dangers of sunlight
@finn64922 жыл бұрын
@@PrismaticaDev need flies and mosquitos constantly annoying the character
@Haddosan2 жыл бұрын
Genshin impact, botw feel with great gore simulation sounds euphoric
@ShoryYTP2 жыл бұрын
I expect to see simulated AI consciousness for NPCs by devlog 20
@LordsofMedia2 жыл бұрын
"the full clacker"
@子曰-e2e2 жыл бұрын
😍😍😍
@autogenes Жыл бұрын
Awesome lol
@mlecz2 жыл бұрын
Activate Windows, Go to Settings to activate Windows bruh