Thank you for your feedback, this course is about game AI and I didn't want to dive too deep into shooting mechanics, but your comment about recoil made me rethink and I said why not, this mechanic is fun to add and it would be fun to see NPCs use it. I hope I answered your question fully in this video.
@nuclear-zone18 күн бұрын
I dont think adding sway to tps games is a good idea; it better suits fps games, and also crosshair should move where gun is pointing when recoiling. I observed GTA 5 mechanics in that they use gunpoint to cast ray to the center of the screen. great video btw, keep uploading more content. and very happy new year ❤
@zeusgameassets18 күн бұрын
I appreciate your feedback, happy new year to you too! I agree with you about sway not being in its place in a TPS game, but this is not an isolated tutorial, it's part of the Game AI Mastery course, and I often add things in anticipation of future videos, and we're going to add a first person perspective at some point. Also with tutorials you have to remember that the video is showing you the how, then it's up to you where you're going to use it and how. And the sway and recoil mechanics in this video can be applied to a first person character rig, or even to a tank or a spaceship. That's the whole reason why I created this free course on KZbin: often when you follow a tutorial, you're left wondering why this, and where do I apply that. In the course of this course (pun not intended), I've answered and I'm going to answer a lot of these questions that are left unanswered by isolated tutorials.
@nuclear-zone17 күн бұрын
@@zeusgameassets I am following your AI tutorials, and I usually don't subscribe much, but I subscribed to you from the very first video. To be honest, the number of subs doesn't justify the quality of the tutorials you are producing. I am about to start my own KZbin channel about dev vlogs and just want to know how you keep motivated when views are low
@zeusgameassets17 күн бұрын
@@nuclear-zone Great! My comment about this video being part of the course was not necessarily directed at you, I noticed that some later videos get a lot more views than some older ones, I hope you took my comment as a constructive addition to what you said. About motivation, I couldn't care less about the number of subscribers nor views, because for me this is a training exercise to becoming a great game dev teacher, in order to make high quality courses and make a shit ton of money. I'm proud of my ambition because it's grounded in the fact that it's an exchange of value, the more value my students get, the more I get in return. And also, as a game developer myself, I have my own game projects, making tutorials is forcing me to learn new things, and re-learn what I know. There's a saying that says something like you can't know whether you know something until you try to teach it. So there is no reliance on motivation really, it comes and goes, but my purpose is not dependent on it. If you want to make a game or make a successful youtube channel, those are glorious projects that should not depend on something as weak and unpredictable as motivation. It takes time to learn such a skill, you can do it every day by asking yourself: what would it take to do what I'm about to do whether I'm motivated or not. Start small by applying it to making food, playing video games, etc, then you can apply it to "more serious" work. Training and practice by doing is the best thing to keep you on track. Whether it's about making videos or games or anything creative. It all comes down to knowledge: having a successful youtube channel is about having the right knowledge, and you acquire that knowledge by practice over time. I'm still acquiring that knowledge, with each video that I publish I get a little closer. Good luck to us both!
@zeusgameassets17 күн бұрын
@@nuclear-zone Btw thanks for going out of your way and subscribing, it means a lot! I went to get lunch after replying to you, I just wanted to add more accuracy to what I said, I'm currently trying to get people to signup for my kofi page, and will probably have a patreon at some point as well. So whether I can monetize through paid courses or make free videos with donations, that's great and will allow me to support myself and my family, and invest more in the channel. I prefer to keep making free videos to give access to the maximum number of people, but we'll see how it goes in the coming months. Money is a great indicator of how much value I'm delivering, so the logical goal is to want a lot of revenue. You can see an illustration of what I said in my previous comments in the Brackeys channel, see how his earlier videos were terrible when compared to the newer ones, it's relative of course, his tutorials overall are amazing. That's exactly what I want, in a year I want to look back at the videos I'm making right now and be literally ashamed. That's how I became a programmer, and also how I became a 3D artist. In other words, making the videos, learning how to edit, refining, etc, and making progress is the real motivator. Views and subscribers are a side effect. If you can picture yourself doing this when no-one is watching, then you're on the right track. Now imagine being in your room, making a video just for yourself, to remind yourself how the Navmesh in Unity works, then somehow your video gets posted online without your knowledge, perhaps you uploaded it to KZbin by mistake instead of your Dropbox, then the next day, you find that 2000 people have watched it, you'd take it as a (pleasant) surprise. But you didn't do it for them, you did it for you. It's a lousy example, but this is exactly how I feel, and I'm willing to bet this is a good mentality to have to succeed on KZbin.
@nuclear-zone17 күн бұрын
@@zeusgameassets I understand your mindset. It's a great way to look at things we love. What you said about motivation is spot on. It's been great chatting with you. and you really do have a great skill at presenting your thoughts. Thanks for that long reply; it was really helpful. Do you have any other medium to communicate with you, like Discord or other social media where I can DM you
@edit.r4k18 күн бұрын
Loved the Video Somehting that occured to be while seeing you refine the gun, can this whole system be switched to a full body fps system as well? Just curious !
@zeusgameassets18 күн бұрын
Yes, in fact, I was working on an FPS course before switching to making KZbin tutorials, and what you're seeing is an adaptation of that code for the third-person shooter in this project. All you have to do to make a full body FPS controller is put the camera in front of the head of the character, don't have it as a child of the rig or the head, that would cause too many small movements and probably cause motion sickness in players. Then you can play with the spine's multi-aim constraint to force the spine to stay in place and not get into the frame. Then you play with the hand rigs to display the hands in front of the camera.
@zeusgameassets18 күн бұрын
What I did during my FPS prototyping was actually take the model in Blender, then make two versions of the character, one with only the hand and arm mesh visible, and another version with the head and arms removed, and in your player controller, you can have both rigs. That would give you maximum control, because you can have a second camera that only displays the arms and gun, you can tweak its FOV, and this setup will also prevent the gun from clipping through walls and other objects, because it's rendered in a separate camera. And the second rig will serve to display and animate the torso and the legs, and give the illusion of a full body character. With the first solution in my previous comment, you'd have to animate the arms to hold the gun up when close to walls. They do this in some military FPS games like Ground Branch, it's totally feasible, and you can easily switch from FP to TP view with minimal changes.
@edit.r4k15 күн бұрын
@@zeusgameassets thank you so muhc for the time and response, i really appreciate it, will try my best to implement his and try it.