That object clustering really brings a lot of life to the environment, and those models look really good for just being early development art.
@GiantSlothGames2 жыл бұрын
Thanks man, glad you liked it :D
@gamedevaki2 жыл бұрын
4:30 is very insightful - the part about 3 layered terrain painting. That sounds like a tip that I want to try for myself too!
@doltramir2 жыл бұрын
I love it. I just love. On a different note, you should rotate skybox around planet's center, and not around character/camera.
@witek_smitek2 жыл бұрын
I've just stepped on your channel at reddit... nice devlogs. I am always happy to see when somebody writes some own code and not trying to make a XXXXth game made with Unity. Great work, keep it that way! :)
@GiantSlothGames2 жыл бұрын
Thank you! And welcome :D
@benfoote99452 жыл бұрын
It took me ages to figure out how important object clustering is for low-poly. It's great that you've worked it into your algorithm!
@GiantSlothGames2 жыл бұрын
Definitely. I would even say it's important for non-low poly stuff too.
@Frank_G_Finster2 жыл бұрын
Honestly, if this is your very first modeled, rigged and animated character, you definitely have talent that you can build on. Looking forward to see where this project gets.
@GiantSlothGames2 жыл бұрын
Thanks! And yeah, I pretty much kept spending time on it until it looked acceptable. A real/experienced 3d artist wouldve modeled/rigged/skinned like 10 characters in the time it took me to do this haha (and they would probably look better as well) Oh well, I do enjoy the learning process though, its a nice break from programming
@aseedboi94082 жыл бұрын
Woah! your engine looks nice. And those little details like the branches and stones on the ground, really make it feel alive. Great work!
@perlinfall2 жыл бұрын
Man, I'm really impressed with how this project is coming along! Already looks very nice in it's early development stages. I'm curious, how did you learn the skillsets required to program and 3d model the things shown in the video, and how long have you been doing it? I'm a beginner to game development and would love to know what you did to learn these skills.
@GiantSlothGames2 жыл бұрын
Thanks man! I've been programming for quite a long time, I started learning C++ just by following internet tutorials and stuff when I was about 14 (though I didn't really get good at it until I was like 20 ish.) I later got a degree in applied comp sci, but most of my knowledge still comes from learning stuff on my own tbh. For 3D modeling I don't have anywhere near that kind of experience. I once took a class (one semester) in basic lowpoly modeling with 3ds Max , which covered basic modeling, unwrapping and texturing. That's pretty much it. I'm actually just now learning how to rig and animate as I go hehe. Another skill that is very useful for gamedev is knowing how to use Photoshop btw. I feel that one gets overlooked a lot but it's huge as well. I use it for almost everything, UI art, textures, logos (combined with illustrator) etc..
@G7ue2 жыл бұрын
Ohh, its starting to look a lot like Valheim's generation, except with 3D voxel possibilities! Getting the little details of things like rocks generating in clusters, and trees generating plants and roots around them can make a massive difference in the feel and enjoyment of exploring a world. The potential of this project is now really being shown off, and I cant wait to see where it goes!
@GiantSlothGames2 жыл бұрын
Thanks a lot dude!
@jcd94562 жыл бұрын
Some of your explaination (if not most) went over my head like how you colored the top of the mini hills lighter and stuff. I really love the visuals that you achieved, please keep going I would love to continue seeing more!
@GiantSlothGames2 жыл бұрын
Thank you! Are there any specific parts you feel that could have been explained better? It’s always hard to balance for me between explaining things and not dragging stuff out too much but I’m very curious for feedback on this
@jcd94562 жыл бұрын
@Giant Sloth Games Your video is well organized! For me your explaination is sufficient, I just said that "it went over my head" is my bad way of saying "I need to do my own studies in order to apply it in my own project/s" hehe..
@GiantSlothGames2 жыл бұрын
@@jcd9456 Ah okay, good luck! :D
@twomur_2 жыл бұрын
Dude when you added the skybox and fog it just made the game look 100 times better! really great progress love to see it keep it up!!
@GiantSlothGames2 жыл бұрын
Thanks a lot dude :D
@Mdogg20052 жыл бұрын
Algorithm hit me with this video and I love your art style and way you explained things in this. Got yourself a sub from me. Keep up the awesome work!
@GiantSlothGames2 жыл бұрын
Thanks you!
@crispy_dev2 жыл бұрын
Awesome devlog and amazing progress, as always!
@GiantSlothGames2 жыл бұрын
Thanks a lot!
@7Wolfbrother72 жыл бұрын
Game is starting to look nice, the art style is really coming into its own. Very curious to see some other biome concepts!
@publicalias81722 жыл бұрын
I'm really happy to have found your channel, the new art style and generation is great thanks for sharing your progress with the rest of us!
@DjCtavia2 жыл бұрын
Starting with your devlog 9, the subjects and how you've worked on it for the video is super interesting! I'll probably just hang around your channel and see how you evolve, love your format, and maybe I'll learn 1 or 2 things on the way :)
@aluckyshot2 жыл бұрын
Looks awesome, Blender rocks. It really is overwhelming making your first character. Good for you, your animations don't look that bad. Just remember there are literally folks that spend their entire day animating on rigs and models they didn't even make 🤯 whole different world when it is just you.
@GiantSlothGames2 жыл бұрын
Yeah, the struggles of being solo I guess. Eventually I would like to have a proper artist re-do some of the essential models if I can ever get the funding for it :D Until then my art will have to suffice
@Phan70552 жыл бұрын
excited to play this lmao, these devlogs are really enjoyable.
@JayCode_dev2 жыл бұрын
The difference is quite noticeable. Really good job!
@jaminjamon43092 жыл бұрын
damn bro u dont know how much i like this object clustering. Great Work keep it up!
@bausider2 жыл бұрын
I imagine that, with you mentioning how you want players to start in a forest/somewhere familiar, it means that the plan is to have harder or less earth-like areas be generated further away from the initial spawning area. For that, implementing some sort of compass to see the direction the player is going towards might be a way to help and incentivice players into searching further into those areas and not accidentally turning back into somewhere they've already been at. Of course, this is pure speculation and maybe you already thought of adding that in a future point, in some way or another. Either way, all the progress you've made looks so appealing and in my opinion starts to show just how great it will be in the end Have a nice week, you and your work are both amazing!
@GiantSlothGames2 жыл бұрын
First of all, thanks so much! I really appreciate it! And yes, you were pretty much spot on. The area around the spawning point will always be a Heartlands biome (which this forest is a part of), and the more dangerous biomes will be further from the spawn. (With some twists I don't wanna spoil yet.) As for the compass idea, I'm currently thinking of doing a minimap and/or even a fully fledged map instead. Those would only show already explored parts though, the rest would be blacked out a la terraria. Ofcourse I'm open to feedback on all of this.
@KamranWali2 жыл бұрын
Awesome video! The game looks really impressive. Really like the art style of your game and the sky looks beautiful. Keep it up! :)
@CrashingBirds2 жыл бұрын
Damn, the difference is day and night! :D Looks amazing!
@darkigg2 жыл бұрын
Would might be quiet a challenge for you, but you should add some stractures around to be procedurally placed, and maybe also some caves. New biomes as well and an ocean won't be a bad idea as well. I pretty sure these are all planned to be added but I want to make sure
@cris7al2 жыл бұрын
Love your art direction even right now I can see myself play it !
@M1n1smog2 жыл бұрын
10/10 would watch again, cant wait to see more
@PCgameandgamer2 жыл бұрын
Looking absolutely great my dude 👍
@aephemerial-tv Жыл бұрын
It looks really really good! P.S. Keep it up with the blender game! 👌🏻
@TransitionPhase2 жыл бұрын
Been following the process, it's amazing what you are doing PJ 😁 Keep it up. Grts
@GiantSlothGames2 жыл бұрын
Ayy, thanks a lot :D
@ObviousDev2 жыл бұрын
Yooo, this looks cool :) Great work! Keep it up
@GiantSlothGames2 жыл бұрын
Thank you! :D
@NickelW2 жыл бұрын
giving me Valheim vibes, which is great! I dig the art style, I'll be watching this game from now on :)
@GiantSlothGames2 жыл бұрын
Thank you!
@ourabig Жыл бұрын
adding belgique fries as food to make will be cool
@imTroNic2 жыл бұрын
Wow, you are getting pretty nice game!
@Lucas-gg9yb Жыл бұрын
Nice! I think you should shade the terrain smooth to make the game look better
@skourge8912 жыл бұрын
Wow this looks awesome! Subbed
@soheil61802 жыл бұрын
Good job. The game is looking nice. Keep up the good work.
@GiantSlothGames2 жыл бұрын
Thank you!
@Umbra23102 жыл бұрын
1:36 good dead space characters there
@yaaannn81262 жыл бұрын
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ur character model is not even bad good job
@GiantSlothGames2 жыл бұрын
Ayy, thanks yann! This kind of stuff is really the hardest part for me :P
@mekkmann2 жыл бұрын
Dude, this is great!!!
@lafinca4372 жыл бұрын
Very good tips!
@leo_mars2 жыл бұрын
Looks awesome
@IanDiaz2 жыл бұрын
Just found this channel, definitely looks like a very neat project. Out of curiosity, why are you writing custom exporters for Max/Blender rather than exporting to a standard format like FBX/GLTF and using something like assimp/the FBX SDK/tinygltf to convert it to your in-engine format?
@GiantSlothGames2 жыл бұрын
Yeah, this is what I should have done in the first place. Back when I first wrote it I never thought I’d use anything other than Max and thought an exporter would make my life easier because it would save me the extra step of having to convert the files. It turned out to be a mistake. I did start writing an assimp importer for my editor during the period of this devlog actually but it wasn’t finished. When I get back to this in the future this is definitely the route I’ll take though, I’ve learned my lesson haha.
@johnleorid Жыл бұрын
What is the premise of the game? Will it be an RPG, Roguelike, Non-Combat Farming, .. What''s the next thing you will work on? NPCs?
@GiantSlothGames Жыл бұрын
The goal is to have an action-adventure sandbox game (with elements from RPG & survival games.) It will be much like Terraria/CubeWorld Alpha in terms of gameplay loop. It shares a lot of of similarities with Valheim as well, though my aim is to have a more fast-paced game across the board, and a more light-hearted style. Currently I'm working on implementing the infrastructure to be able to script objects and NPC's (among other things.) The game is still in quite early development, there's tons of work ahead still, and for now I have to work on it in my spare time :)
@Hoowwwww2 жыл бұрын
nice, the terrain looks indeed very sweet but ultimatly it'll be very limiting when you want to design some more structured pieces, like a dungeon, floors for a giant city etc.. i personally prefer going for tile map technique we use in 2D games with auto tiling, this way it lets you be creative with your worlds, and gives you the ability to reuse the terrain to design dungeons with interesting tile patterns maybe a mix between the two techniques is the play, i don't really know
@GiantSlothGames2 жыл бұрын
Thanks! Your concern is one that I had as well. For POI's like castles, or underground dungeons, what I wanna try is quite similar to tiling, as in create pre-fabricated pieces (like rooms) and attach them to each other in a sort of 3D tilemap way. (These would then 'carve' out the terrain.) Not every POI will be this 'rigid' ofcourse, some may be simple 'camps' in which case things like tents will just be placed 'on top' of the terrain like you see here. Some may use some kind of hybrid etc. I'm definitely going to have to do some R&D on this to see what works best.
@evannibbe93752 жыл бұрын
Just export models as a .obj file from blender and then you can run a script on the raw text to convert it to your preferred format (since Wavefront.obj is human readable).
@Benjabenjaaaa2 жыл бұрын
Great Video! keep it up
@geardagumgeard2 жыл бұрын
i'm currently struggling with daynight cycle (buil-in rp) and cant reach that colorful sunrise/sunset effect at the position of the sun while the rest of the sky staying of cold color. Is there some trick, can you share?
@GiantSlothGames2 жыл бұрын
Hmm, I didn't really do anything fancy, I wrote a shader for it that just creates gradients basically :D Depending on the vertical angle (pitch) from the pixel to the camera (always at 0,0,0 for skybox) I interpolate between the main sky gradient (some shades of blue essentially.) And then on top of that, based on the 'angular distance' (dot product basically) from a fragment to the sun-position, I blend a sun-color on top of that. Raise that blending factor to some power, like 2 or 3, to give it a more 'glowy' look and less like a linear gradient.
@heyimamethyst2 жыл бұрын
Its so pretty!
@juicedup14 Жыл бұрын
That gradient fog looks amazing 😍 Is it an asset or a free resource?
@GiantSlothGames Жыл бұрын
This is a custom engine, so no it’s custom :)
@Fallstudio2 жыл бұрын
holy sh! this loooks so fckn cool!!
@flowesome7 Жыл бұрын
so cool!
@tastyham2 жыл бұрын
shouldn't the stars be hidden between the fog areas?
@GiantSlothGames2 жыл бұрын
yeah they should fade approaching the horizon. WIP ;)
@davidmcbride53572 жыл бұрын
if you ask me players need more reasons to want explore everywhere like how botw put a collectible everywhere to people explore more or other games have mines so you need metals to make tools but anyway I believe you can handle it and make a beautiful game.
@stickguy91092 жыл бұрын
Making your own animations instead of using mixamo to make a game in your own engine? What a chad!
@GiantSlothGames2 жыл бұрын
Hahah, I was afraid that mixamo anims weren't gonna fit the more 'wacky' combat animations xD Also editing/importing Mixamo anims in 3ds Max is a pain in the ass for some reason, another reason to switch haha.
@arronshaw5358 Жыл бұрын
"Old shit" in the bookmarks bar
@arsenbabaev10222 жыл бұрын
Im making voxel raytraycer now, and its probably useless. Maybe ill try to make actual game with marching cubes, this actually looks great. P.S pls explain how do you interpolate colors? Average colors around each data point in small radius?
@GiantSlothGames2 жыл бұрын
I now generate the colors beforehand during the world generation and store them in the data points/voxels. It looks way better for what I wanted to achieve than trying to interpolate colors between voxels because of the extra control.
@DannyArchive2 жыл бұрын
You are very talanted
@Morphexe2 жыл бұрын
Whats you generation timings for the chunks? I am curious how this impacts that.
@GiantSlothGames2 жыл бұрын
I don't have any exact timings but it actually improved generation speed significantly (more than 3/4 times as fast). But that was mainly due to a few really poorly written algorithms in the previous generator, and a slow Perlin noise implementation. I didn't really take performance into account for the previous world generation since I knew it was just placeholder until I made something better. For reference: if you keep walking straight at normal speed (even a bit faster) you never see any chunks 'popping in' currently.
@Morphexe2 жыл бұрын
@@GiantSlothGames i see that's interesting, i really like the approach you took here, might borrow your idea ahahah
@NaughtyKlaus2 жыл бұрын
The stars and the asteroid belt doesn't spin in the right directions.
@TheGodEmperorOfMankind_2 жыл бұрын
3:34 "ORK IN PROGRESS" *Reeeeeeeeeeeeeeee*
@UltiemeHack2 жыл бұрын
Interesting vid!
@Povilaz Жыл бұрын
Very interesting
@stanleythehandsome54022 жыл бұрын
ORK IN PROGRESS
@GiantSlothGames2 жыл бұрын
10/10 cropping skills
@stanleythehandsome54022 жыл бұрын
@@GiantSlothGames I couldn't help but imagine Saruman's ork factory while watching
@Tbjbu22 жыл бұрын
looks cool
@THEKALMED2 жыл бұрын
This is Mad
@yellowduckgamedev2 жыл бұрын
Damn does the game look natural now
@amps99782 жыл бұрын
wist niet dat je nl was :)
@brammoreels2 жыл бұрын
Giant Sloth Games stock when? 📈
@GiantSlothGames2 жыл бұрын
IPO soon
@xenen97972 жыл бұрын
what is the song at the begining
@GiantSlothGames2 жыл бұрын
Morning wood by edvard grieg haha
@RazixStyle Жыл бұрын
Goede keus om blender te gebruiken ;)
@greenKac2 жыл бұрын
are you francophone (because you pronounced poisson correctly) ? And THIS WORLD GENERATION IS GREAT !!!!!
@GiantSlothGames2 жыл бұрын
I'm Belgian, my main language is dutch but we get a lot of french in school because our country is technically bilingual. But my french is pretty bad tbh xD
@SlothInTheHat2 жыл бұрын
hello fellow sloth
@GiantSlothGames2 жыл бұрын
Greetings!
@stellar57062 жыл бұрын
Are you using a custom game engine?
@GiantSlothGames2 жыл бұрын
yes sir
@stellar57062 жыл бұрын
@@GiantSlothGames Noice
@alopmemes19642 жыл бұрын
Are you developing the game in unity or in a Game engine? Or do u use your own?
@GiantSlothGames2 жыл бұрын
I use my own engine.
@aaron3_2182 жыл бұрын
Algo help
@yakanashe2 жыл бұрын
yo lmao jij bent nederlands???
@GiantSlothGames2 жыл бұрын
Belgisch ;)
@slBrelaz2 жыл бұрын
Consider not doing a normal environment for the starting area, most people will judge your game and set their expectations for your game based on their first hour of gameplay. If you want the player to feel in awe of the environment as they explore, then you're best off doing that right from the start, otherwise people will judge and quit your game (maybe thinking it's too boring) because you wanted to start them off somewhere 'normal'.
@GiantSlothGames2 жыл бұрын
A more earthly environment hopefully doesn't mean that it will be boring. If it ends up being boring then I'll definitely change it. I do want the 'epicness' to ramp up over time, with the end being the climax. I feel like a lot of games have this habit of frontloading all their epicness to the start (for the reasons you mentioned.) but then they kind of become a drag because they're having a hard time to one-up themselves. But I agree this is definitely something to be aware of, and this is still good feedback. Nothing is 100% set in stone and it's definitely possible that I'll shuffle some stuff around.
@pimpoplays2 жыл бұрын
what is your game engine???
@GiantSlothGames2 жыл бұрын
It's a custom one :)
@noahdirksen36232 жыл бұрын
What engine are you using?
@GiantSlothGames2 жыл бұрын
I use my own custom engine.
@noahdirksen36232 жыл бұрын
@@GiantSlothGames yo thats epic, I've been trying to follow the 'Sparky Engine' as a guide for making an engine, how did you do it?
@StiekemeHenk2 жыл бұрын
Valheim?
@Michel2003g2 жыл бұрын
lol, you're dutch?
@jenspieters1232 жыл бұрын
THIRD
@GiantSlothGames2 жыл бұрын
Thou hath failed again! My disappointment is immeasurable and my day is ruined.