The great depression is over!! I could honestly watch a 10 hour+ mouth breathing, no editing, "uhhhh" sounds pigface devlog and be screaming in joy. Even if this game takes a billion years, i can't wait for the future of the game
@lynxlagoonАй бұрын
Desire to break the TV part was so real
@maragangerАй бұрын
that was such an insightful watch ! looking forward to seeing more progress over time B)
@LL-yd8zzАй бұрын
Holy shit! I played this demo a couple months back, it was super cool, I had quite a lot to say in the feedback form, and here I am, getting the actual dev recommended to me on youtube, super cool to see!
@frogpuffinАй бұрын
we are eating well
@porkyorcy1715Ай бұрын
having a secret ending to your demo is a testament to your dedication to the project
@cem978313 күн бұрын
I have a feeling that pigface is going to be the next "weird" game that is super fun and nothing like the mainstream garbage. Like cruelty squad or wrought flesh or smth idk
@Superhunt1999Ай бұрын
Loving hearing about the dev process for Pigface
@DonkZoneАй бұрын
Very intersting little look into your design process. I genuinely love the idea of "I have no idea how to do that but i'll learn" when it comes to culling and the lights. That in general is the lifeblood of making anything. You hairline looks fine you GOOBUS, signature gamedev stare TM Interesting note about the vibe, i'm actually glad that the game isn't 100% SAW. Don't get me wrong, it's cool, but i'm more excited to see what you got cooking. The fucking pipe thing oh my god i'm going to make a note next time around to look at everything. The texture offset of the tv is adorable. Maybe consider keeping the old version of the warehouse as a secret you can somehow encounter in the full game? Nice way to see how far you've come too, once you cross the finish line. The fucking level duplication thing oh my god You should be proud of that title that genuinely does feel alive. It's one of the things that hooked me when i opened it, felt like QUALITY instantly.
@tito-loves-youАй бұрын
genuinely the most fun thing about this video was looking back at the janky workarounds to problems lol. and thank you abt the title!! i’m glad it feels like quality, it was also one of the things where i was like “dang this looks … like the real deal” cause often making this always stuff feels like dealing with something half-baked
@FearMongrelАй бұрын
absolutely love these in depth kinda looks, very funny stuff also
@RetroHellspawnАй бұрын
I played through maybe a dozen times, had no idea there was a secret ending area or that you could skip straight to the trial. Great vid! 😁👌
@SAYHI2JAMMYАй бұрын
your videos are getting better and better great format too, this is the best so far imo i love videos like this
@SAYHI2JAMMYАй бұрын
also i feel u on how dreadful it is to do the LAST few things before u get a demo out. im currently going thru that with my game. im SO CLOSE to releasing a demo, but i have ~10-15 things i need to finish up and it's turning into a drag lmfao
@goober131121 күн бұрын
the gun sounds are amazing
@csyrupАй бұрын
dude this is genuinely such a banger, keep it up mr hairline!!! (sorry it was too funny to not say)
@tito-loves-youАй бұрын
thank you homie!! and lol dw, it’ll become more and more real as time goes on 👴🏼
@giantenemycrab5596Ай бұрын
Genuinely one of the better game dev videos on here (for a great game as well) I hope you do a shitload more of these - even if it’s a 2 hour dissection of the technology behind the piss stains on the floor of the shooting gallery
@SimoneRacca406Ай бұрын
Oh, It was so interesting to see all this stuff, great job! can't wait to see more of the development!
@freshglizzy3763Ай бұрын
Really like the behind the scenes for this. Loved the demo. Also that bit about the sledgehammer reminds me about the dead space 'shoot the limbs' all over the first area lore. Playtesters would (despite being told in audio and seeing the writing on the wall multiple times) fail to shoot the limbs off the necromorphs and would die. There's no good way to fool proof an interactive experience, but you just have to accept that you can only do so much for people
@PsychoRavagerАй бұрын
Let's fricking goooo!!!!
@dunderguyАй бұрын
30 minute video lets gooo
@peteboxboomboomАй бұрын
It should be in the full game as an easter egg once you complete it
@Super.WhimsyАй бұрын
As a VR dev, hearing all lights are realtime makes me flop sweat. 😅 Maybe you can use Bakery for buttery lighting and perf bonus? (No occlusion culling! 💀) Also, I have never heard of Pigface and the KZbin machine sent me here. Loved hearing how you approached this! Looks awesome.
@tito-loves-youАй бұрын
thanks! and i actually do use proper light baking with Bakery for the other levels, but for the warehouse i decided against it bc baking is such a fiddly process. and yeah, i’ll do proper occlusion culling later lol, it’s something i gotta get familiar with as this game gets bigger
@Super.WhimsyАй бұрын
@@tito-loves-you Nice! Always here trying to spread the gospel of Bakery. Good to hear on the other levels and wishing you success with the full release.
@tycsoupАй бұрын
keep cooking bro, the demo is so fun
@SwervingLemonАй бұрын
This came uo while I was searching for info on the band Pigface. Not disappointed.
@tito-loves-youАй бұрын
hell yeah. i came across them while developing this game and i dig some of their tunes, cool band
@OvskoDevАй бұрын
Awesome to see your process, this is so dope
@goober131121 күн бұрын
GIRL ITS FIRE
@ismetbozkurt3080Ай бұрын
Yes rambling les go
@phil844Ай бұрын
tito i luv you
@Thirsty_TreeАй бұрын
Aww hell yeah lesss goooooo
@REAVER_GameАй бұрын
hell yeah
@the_openers_of_eyes829 күн бұрын
im not sure if you could do this, but maybe get all of the pipe objects and export them with their positions in-tact, then bake it into being a single mesh/object, then re-place all the individual pipes with the big mesh, then maybe the game would run smoother and you would still have the same look? idk but i played the demo and I really enjoyed it and am excited to see where this game goes next
@the_openers_of_eyes829 күн бұрын
( also you dont have to be gay to be a furry haha )
@tito-loves-you28 күн бұрын
@@the_openers_of_eyes8oh dw i get that bit, it just came out wrong as i was just speaking off the cuff lmao
@cody10184Ай бұрын
Oooh you DID post another video like you said you would.
@hilzarealiveАй бұрын
Let's goooooo
@claytongeist7816Ай бұрын
pls add a dive like the one in maximum action 🙏
@tito-loves-youАй бұрын
sorry i have no plans to add that. however, there will likely be a dodge added that'll only be active at a certain encumbrance threshold when you can no longer sprint
@handsomelesskingАй бұрын
(i really love BTS videos and i should try the demo for real) So, lighting, i presume you are using Unity 3D Built In, i use HDRP so im gonna tell my experience from that, so basically the low fps mainly comes from the shadows and not the light itself but even that can cause some issues? idk, for shadows i think you can turn down the shadow distance in the graphics settings but that will let the sun through as well, in HDRP you can click on the 3 vertical dots and enable "Show additional settings", this allows you to turn of specular and stuff but most importantly have a shadow/light distance individually, as for 3DBIRP you could make a code that loops through an array of lights and checks distance? and could use the Scale as a factor for each light (so the larger the scale, the farther yo can see the shadow). As for just non shadow lights, it may cause issues IF too many hit a singular object? that might be a case for shadows as well, idk. Okay i checked my only 3DBirp project and having all the lights off/shadows off decreases my FPS by 20, it runs at 120fps but when i turn off all the lights it goes to 100.... idk, hope this helps xdd Also before anything please check performance with all the lights having shadows, and all the lights having no shadows (Directional one should always have shadow)
@ladyandkidragmenАй бұрын
imo if you settle on the yellow paint approach you are kinda just allowing player's to get through the game (or at least that section of it) without engaging with it more meaningfully. It's like how way-markers cause you to ignore the environment around you and cause level designers to put less effort into making a memorable, navigable space. I understand sometimes you feel like just gotta, but (especially with a low-fidelity game like this) you really don't. It might be frustrating for a player to die or briefly get stuck because they missed out on some information, but once they finally figure it out they will likely be a lot more attentive and/or immersed for the rest of the experience. It definitely all depends on the kind of experience you are looking to make though obviously. I just found your demo to be super cool and immersive and it's just the sort of thing I feel like wouldn't fit it very well personally.
@tito-loves-youАй бұрын
i guess my point is moreso that adding some visual indicators alongside the audio indicators is good to ensure that most people aren’t confused by what’s expected of them for “directed” segments, and based on the context (like this being a short demo) players can completely miss them. i use the term “yellow paint” a lot and very loosely to refer to indicators in general. for me, if the cost of it is so low, it’s better (imo) to just slap an indicator that looks kinda cool and diegetic onto a free unmarked surface so that the 10% of players who weren’t paying attention to a necessary piece of information aren’t confused. the stuff like the secret ending or the short cut to the combat test aren’t indicated as clearly as the sledgehammer or the flashlight since they are not necessary things and are there for people who pay attention, so i don’t believe in applying “yellow paint” to everything: it’s all context-based.