Watching GameDev Tutorials Be Like...

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Mental Checkpoint

Mental Checkpoint

Күн бұрын

Support my game design hot takes on Patreon: bit.ly/2SwPWDB
Contrary to popular belief, game feel is not something that you add at the end of your
development cycle, it’s something that can be used to make your game feel better at
any point in development.
So let’s learn from the developers of Cyberpunk 2077 and Factorio what is their
approach to game feel and dive deep into its influence on gameplay.
Relevant Links
----------------------------------
Twitter: bit.ly/3wGQ1TR
Patreon: bit.ly/2SwPWDB
Discord: bit.ly/3wI5ovB
Video Contents
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0:00 Intro
0:38 Mechanical Game Feel
4:06 Moving Frames
6:58 Smooth Soundwaves
Footage Used
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pastebin.com/9ycg1dEL
Special Thanks
----------------------------------
Alexey 'cptnsigh’
Sebastian Kalemba
Robert Asaftei
Sam Eng
Four Quarters
Steve Filby
Tarodev
Ghostoftomby
PelleD
TNT Dragon
Twenty
Happy April 1st ;)

Пікірлер: 915
@z0bi_
@z0bi_ Жыл бұрын
Actually my favourite April Fools video, it teeters so closely to the edge of totally believable and complete bullcrap, it's honestly impressive.
@dadmitri4259
@dadmitri4259 Жыл бұрын
I tried following it for a good way through until I realized not a word of jargon was actually making any sense and made me do a double take around the end of the factorio section.
@AndrewBrownK
@AndrewBrownK Жыл бұрын
it was so distressing I was having so much trouble following the jargon and I am fairly technical! First time view hits different after April Fools is over
@alecwebb5670
@alecwebb5670 Жыл бұрын
okay this is what I needed to hear. I was googling words I already knew
@PastaLuke
@PastaLuke Жыл бұрын
Oh thank goodness. I thought I was just waaaay out of my depth. I was getting so frustrated... hahaha
@descai10
@descai10 Жыл бұрын
I was thinking it was annoying how he kept going to implementation immediately instead of at least talking about the feature itself first
@joshwa2206
@joshwa2206 Жыл бұрын
This video almost made me give up my passion project because of the cascading existential crisis I had when I thought I actually knew NOTHING because I had no idea about what was being said. The game dev interviews killed me the most. Most of them are huge inspirations for me..... I really hate April fool's day.
@kyleschwendiman706
@kyleschwendiman706 Жыл бұрын
You're not alone... Obviously not the intended effect of the video, but it was incredibly demoralizing.
@gab229
@gab229 Жыл бұрын
Holy shit same hahahah it bummed me out so much at first
@s.j.carroll6185
@s.j.carroll6185 Жыл бұрын
I was questioning my life choices for a minute there 😅
@AndrewBrownK
@AndrewBrownK Жыл бұрын
it got me too!! I was so stressed!
@ryankwok1021
@ryankwok1021 Жыл бұрын
cascading existential crises are awful I would recommend volumetric inverse pigeonholing
@sgtpeppr778
@sgtpeppr778 Жыл бұрын
Looping the recursion twice before repeating the cycle is real secret ingredient.
@WallJumpGames
@WallJumpGames Жыл бұрын
As a game dev myself, I adore using diagonal design multiplicity in my depth pipelines. Really encourages player to test out features made possible only by complex numerical space rollbacks, which is obviously the key to game feel.
@aqua-bery
@aqua-bery Жыл бұрын
My brain is mething. I do not understand half of what the terms used are. At all. What the fuck does "design multiplicity in depth pipelines" even fucking mean...
@EleanorDev
@EleanorDev Жыл бұрын
What the heck does any of these words mean is this April's fools joke
@onerimeuse
@onerimeuse Жыл бұрын
​@@EleanorDev seconded 😂😂
@homeyworkey
@homeyworkey Жыл бұрын
@@EleanorDev thirded LOL like atleast explain these terms .__.
@stickguy9109
@stickguy9109 Жыл бұрын
​@@EleanorDev Glad I am not the only one
@SaadTheGlad
@SaadTheGlad Жыл бұрын
Omfg you actually got me with this one I was so damn confused I was like is this guy for real? This language is completely incomprehensible. 10/10 video I love it
@Bruno-cb5gk
@Bruno-cb5gk Жыл бұрын
totally fell for it until reading the comments
@_creare_2742
@_creare_2742 Жыл бұрын
@@Bruno-cb5gk Same lol
@CraigEngbrecht
@CraigEngbrecht 8 ай бұрын
5 months after, it got me. And I am usually able to keep up with gibberish statements. Had a fantastic laugh at this video, the words that they use were amazing. Oh man.
@merukit
@merukit Жыл бұрын
holy carp that really felt I was having a stroke the whole time, just slipping back and forth between slightly comprehensible and totally blindsided by jargon. i feel like the big points are important and are valid for game feel, but the details and explanation feel like a dream
@Lubey117
@Lubey117 Жыл бұрын
Thank god I'm not the only one. My brain is melting a little.
@mihajloantic4422
@mihajloantic4422 Жыл бұрын
Those are big points yes, but it feels like a dream because its april fools joke. Don't bash your brain too much : )
@Nikolai0169
@Nikolai0169 Жыл бұрын
Thankfully the fact that he showed the rockwell retro encabulator at the very end confirms this is an april fools video.
@courtneytaylor288
@courtneytaylor288 Жыл бұрын
Dude, I thought I was the only one! I was starting to regret not going to school for game design. haha
@nyancart6246
@nyancart6246 Жыл бұрын
@@mihajloantic4422 That's it. God man you can't do the first video back after 8 months. I was wondering if he'd forgotten how this channel actually got people watching it, what with how many stupidly absurd unexplained terms he was using.
@TNTDragon
@TNTDragon Жыл бұрын
I love rhythm games, and I struggled a ton with the symmetrical parallelism of waveforms when helping on a co-op rhythm simulator. It's great seeing it explained so clearly in here!
@ThePC007
@ThePC007 Жыл бұрын
I think he should go into a little bit more depth when it comes to the sinusoidal distribution. I found it very easy to make a mistake and end up with an euclidean distribution, instead, which just sounds off and is prone to numerical instability.
@zrATT_
@zrATT_ Жыл бұрын
@@ThePC007 I'm super glad that he also aæ○}|[□~◇○》》》¤~◇●○□, right?
@oneir0mancer
@oneir0mancer Жыл бұрын
And that's exactly how Game Feel works. If you tune out all the gibberish and focus on how the words "feel" instead of what they mean, it actually makes perfect sense.
@elevatorz89
@elevatorz89 Жыл бұрын
The game feel is clearly the word feel we felt all along!
@cirecrux
@cirecrux Жыл бұрын
What's scary is that I felt like I understood what was going on for a while. I feel like I've gone into the Z-axis of the Dunning Kruger graph.
@Suibriel
@Suibriel Жыл бұрын
LOL
@Entropy67
@Entropy67 Жыл бұрын
Thats the trick, it kind of made sense at the start until it didn't
@mondobe
@mondobe Жыл бұрын
Definitely solid advice, but a lot of this is a no-brainer. When I was working on my first few games, I made the amateur mistake of not diagonalizing my subpixel transform matrices when calibrating the depth buffer, which ruined the retro feel I was going for. I see a lot of people making that same mistake today, so I wanted to point out that the diagonalization works best using a PDP-inverse transformation on the transverse of the matrices, so it only takes a few clicks. Good luck out there!
@kirbs0001
@kirbs0001 Жыл бұрын
I've been seeing this advice pop up a lot more in recent years, which is absolutely an encouraging sign. I want to point out an extra detail: In order to find your transverse matrices, remember to first conjugate the determinands of your original, then multiply by the binomial inversion matrix. Hope that helps anyone trying to code this. Of course, everyone knows that computers struggle with large scale multiplication, so be sure to only utilize addition operators when handling matrices.
@rithikkumarc
@rithikkumarc Жыл бұрын
@@kirbs0001 I completely agree, also the denial/ignorance of infinity constant in modern inversion impacts heavily on performance though it solves all the problem related to kinematics in immersion
@coins_png
@coins_png Жыл бұрын
you might have to refactor your buffer scanner manually if you do that in some occasions. Unless you're doing that to save processing power on the off-grid scheduling, it's a bit of an overkill. Did that with my last procedurally generated dungeon game test and it was making a ton of unnecessary link access requests. Had to switch to a sub buffer.
@rithikkumarc
@rithikkumarc Жыл бұрын
@@coins_png you saved my life, had the issue and changing to sub buffer solved it!!
@RealVergilSparda
@RealVergilSparda 4 ай бұрын
one thing you forgot to mention is to make your gaming pipeline addapt accordingly based on the way your subatomic interpolation based non euclidean vertex matrix is built, which optimally will be built to be in full support of your game's level depth branching control node tree
@TheColorman
@TheColorman Жыл бұрын
This video feels way more aimed at game-devs than the previous ones, I had no idea what most of the words meant 😅. EDIT: Oh wait... It's an april fools video...
@cachotognax3600
@cachotognax3600 Жыл бұрын
What I hate is how most if not all of these concepts might actually be real and important, just explained with the most confusing words possible. Either that or I'm also falling for it
@mifiwi3438
@mifiwi3438 Жыл бұрын
I have the very slight suspicion that this may be an april fools video. Primarily because I cannot find the game "Encabulator" anywhere (and the name is also a reference to the nonexistent "turbo encabulator" which is a famous in-joke among engineers), and secondly because I didn't understand a single word in this video, despite thinking of myself as slightly above average in that regard.
@Odaun
@Odaun Жыл бұрын
it felt like i was having a damn stroke watching this video lmao
@Nikolai0169
@Nikolai0169 Жыл бұрын
@@mifiwi3438 the dev listed is rockwell retro, it definetely is an april fools joke
@KelsieJG__they-them
@KelsieJG__they-them Жыл бұрын
I like to imagine there's some ultra-genius jack-of-all-trades game dev somewhere who watches this and completely misses the joke until the end with the Encabulator.
@kunai9809
@kunai9809 Жыл бұрын
Asynchronous analog dead zones made a HUGE difference for me, although I was using complex numerical space rollbacks cause I found a plug in that already implemented them. Not sure if they are better tho...
@PJ-oe6eu
@PJ-oe6eu Жыл бұрын
What are ansynchronous analog dead zones?
@ThePC007
@ThePC007 Жыл бұрын
@@PJ-oe6eu I somehow never heard of it either, but I googled it and got this: "Asynchronous Analog Dead Zones" refer to intentional gaps or zones in the input sensitivity of a game controller's analog stick. Game designers may use this technique to add more precise control over a character's movement or action, by limiting the range of motion of the analog stick within specific areas. It’s actually quite genius. I really wish I’d known of that before. Granted, controller support is something that I have little experience with, so maybe that explains it.
@nin2494
@nin2494 Жыл бұрын
​@ThePC007 this is an April Fool's video 😔 it worked too well
@ThePC007
@ThePC007 Жыл бұрын
@@nin2494 Yeah, my comment was a joke as well. I didn’t actually google what “asynchronous analog dead zones” are, since those don’t actually exist.
@Joe-es3jg
@Joe-es3jg Жыл бұрын
@@ThePC007 i mean i guess they could lmao, but i imagine it would be frustrating.
@ThePC007
@ThePC007 Жыл бұрын
I have recently played a lot of Encabulator and I must say, it is a marvel of technological sophistication. The way the capacitors dynamically modulate the fluxion matrix is simply breathtaking. And the fusion of the quantum entanglement engine with the electroplasmic interphase grid is a masterful stroke of genius. And you’re right, the game feel is really something to behold. I just wish the story was a little bit longer.
@teamldm
@teamldm Жыл бұрын
Rofl. This is exactly how I felt watching this video.
@teamldm
@teamldm Жыл бұрын
Holy shit. It took me until he recommended "Encabulator" at the end of the video to realize this is an April Fool's joke... 🤦
@IstyManame
@IstyManame Жыл бұрын
Where can i find it?
@ThePC007
@ThePC007 Жыл бұрын
@@IstyManame It’s currently only available on the island nation San Serriffe, though. Good thing I live there.
@PainSled
@PainSled Жыл бұрын
Had this slowly growing feeling that something was off. The amount of jargon alone was just through the roof. Then at 2:48: *sudden realization* Also 1:40 "Looping the recursion twice, before repeating the cycle" Holy superfluous redundancy batman...
@artemisDev
@artemisDev Жыл бұрын
I don't know how important it is but implementing custom multi spacial voxel hash grids helped us do real time matrix transfusion effects per fragment, players love what we can pull off with the effects, yall should try implementing.
@VitorGuerreiroVideos
@VitorGuerreiroVideos Жыл бұрын
Noise cancelled controller ramble is amazing when you try to deal with non-euclidean space-times. Especially when the character movement has to jump in a diagonal quaternion rotation flipping the gimbal lock states. Great tips!
@enovale
@enovale Жыл бұрын
It's like watching a hacker movie except in my head i'm imagining the script you *wanted* to make.
@calebbennetts3559
@calebbennetts3559 Жыл бұрын
Man, I'm so glad you shouted out Encabulator. Such an under-rated interactive cinematic experience.
@ognjenstojakovic7931
@ognjenstojakovic7931 Жыл бұрын
i cant find the game anywhere i look, wtf!? is it possible so many people praise it and it doesn't even come up when you search it?
@gaberica
@gaberica Жыл бұрын
@@ognjenstojakovic7931 really? i can see it. it might not be available in your region
@Soul-Burn
@Soul-Burn Жыл бұрын
@@ognjenstojakovic7931 Check out Turbo Encabulator, it's the definitive version.
@shinigamisenpai3303
@shinigamisenpai3303 Жыл бұрын
@@ognjenstojakovic7931 This video is an april fools joke.
@ultimaxkom8728
@ultimaxkom8728 Жыл бұрын
@@ognjenstojakovic7931 The game literally doesn't exist. (yet?)
@hederlunden
@hederlunden Жыл бұрын
This is a really good video haha, probably one of the best ive seen in a while. Definitely gonna add some of these things into my own game :) So many videos nowadays purposefully make you feel like an idiot, just to boost their own ego. Glad this one is different :) Your mastery of the art of elucidating the intricacies of batch interpolated Vorbis prefabrications is unparalleled amongst any individual I have encountered on the expanse of the internet, and such an awe-inspiring feat is particularly notable given the manifold intricacies involved in creating a multifaceted game with the aid of a sophisticated 3D engine.
@blytical
@blytical Жыл бұрын
This video was insanely helpful for me! The implementation of a spatiotemporal indexing scheme based on a modified kd-tree data structure can significantly improve the performance of collision detection in large-scale game simulations with complex geometries and dynamic objects. However, proper tuning of the balance parameter and the node traversal strategy is critical to achieve optimal scalability and accuracy. Awesome tutorial!
@joezcool
@joezcool Жыл бұрын
Honestly, this was just the advice I needed to take my indie project to the next level of polish. As soon as I implemented two-frame polymorphism, I thought "hey, this looks just like something I'd buy on Steam!" Great video.
@crusatyr1452
@crusatyr1452 Жыл бұрын
Thank you for making these videos! You always impress me with how you can simplify these complex topic and cut through the jargon!
@saevus2686
@saevus2686 Жыл бұрын
I couldn't have put it any simpler myself. Nice video
@mifiwi3438
@mifiwi3438 Жыл бұрын
The "Encabulator" game was really the cherry on the april fools cake - I swear if you didn't include that I would have 100% believed this video.
@NobodyYouKnowBud
@NobodyYouKnowBud Жыл бұрын
Not gonna lie, it got me.
@bishop8958
@bishop8958 Жыл бұрын
Damn... I've been got. I didn't realize it was an april fools until I saw this comment, when I started to scroll down in the comments I got a huge wave of imposter syndrome thinking somehow everyone understood the crazy terminology except me.
@ThePelleD
@ThePelleD Жыл бұрын
Never thought to consider the medium design. Such a great point. It really helped finish development on my Romantic Survival Novel, thanks a lot!
@PaulSpades
@PaulSpades Жыл бұрын
I'm pretty sure I've played that game
@jolozs
@jolozs Жыл бұрын
He's back with PowerPoint as a game engine, amazing!
@JoseALugoR
@JoseALugoR Жыл бұрын
I feel so dumb, it took me almost half the video to realize what was really going on. Good diagonal interpolation of depth though.
@greenpixels
@greenpixels Жыл бұрын
It took me a while, but I lost it at the 'random pitch'-segment. Great april fools script.
@ryuk5709
@ryuk5709 Жыл бұрын
For a moment, I felt stupid not understanding anything, but now it all makes since, thanks to the wikipedia page on Apriori Encoding Algorithm (AEA) you showed at the end. Great job distilling and explaining game feel!
@alloka2000
@alloka2000 Жыл бұрын
I feel so betrayed. I'm researching Game Feel for my master's thesis and was so excited when I read the title. I cri
@taylorhancock5834
@taylorhancock5834 Жыл бұрын
The Encabulator joke at the end is what really tied this whole thing together! 10/10, would z-buffer pixel deviation again!
@silly_lil_guy
@silly_lil_guy 11 ай бұрын
pls help me in dumb and didnt get it
@sheepcommander_
@sheepcommander_ 9 ай бұрын
@@silly_lil_guy it was an april fools joke. This entire video was BS and we've all been revealed as fools for believing it
@kadonkaflonk9498
@kadonkaflonk9498 Жыл бұрын
For people that don't understand 99% of the words he just said, it just felt having a stroke for nine minutes.
@Luna5829
@Luna5829 Жыл бұрын
Yeah because that's the joke
@kadonkaflonk9498
@kadonkaflonk9498 Жыл бұрын
@@Luna5829 I know that's the joke buddy. The irony of having a video not feel good to watch when you're talking about how to make your game feel good to play was very obvious.
@Luna5829
@Luna5829 Жыл бұрын
@@kadonkaflonk9498 that was not in the slightest obvious, maybe put a tone indicator or smthn
@kadonkaflonk9498
@kadonkaflonk9498 Жыл бұрын
@@Luna5829 nah
@kevinhocking3531
@kevinhocking3531 Жыл бұрын
Glad this came out on April Fools, because I'm fooling myself if I think I understand half of this 😂😂 But my linguistic-shortcomings aside,, what an informative and incredibly well put together video! Thank you for all of the hard work that went into creating and sharing this with us!!
@diribigal
@diribigal Жыл бұрын
I knew about I-frames and IK systems, but it took until this video for me to finally appreciate the importance of K-frames and reverse-IK systems. Thanks Mental Checkpoint!
@dialog_box
@dialog_box Жыл бұрын
I feel like I’m peering into an alternate reality where this all makes sense
@saniancreations
@saniancreations Жыл бұрын
In the future, all educational videos will be like this. You watch the video, feel like it is telling you very important things, yet you somehow tune out the whole thing as you're watching it go by. Then, by the end, you feel like you have learned nothing, despite all of the information that was just presented to you. "It's so good that these videos are here to explain all these important topics to me," you say to yourself. "But I don't really understand it yet, perhaps I should watch another similar video, surely I will understand it then!" And then the cycle repeats itself, all the while you are glued to the screen, absorbing words, phrases, ideas that seem as if they are very meaningful, but ultimately just beyond your grasp. You spend hours, days, weeks trying to take it all in. And by the end... Hm, I don't think we're there quite yet. There's still so much I don't understand. Time to watch some more educational content!
@alejolab
@alejolab Жыл бұрын
You just described perfectly how looping recursion works in the context of the subframe/subconscious dichotomy, don't let impostor syndrome consume you, you're clearly an expert.
@EdupopAgain
@EdupopAgain Жыл бұрын
The Factorio guy is having a hard time keeping a straight face. Also, noise cancelled rumble
@cripplebum4792
@cripplebum4792 Жыл бұрын
genuinely thought i was going insane in the first 3 minutes
@elevatorz89
@elevatorz89 Жыл бұрын
Thanks for this video! It really explained a lot about how the player's emotional state affects their performance when interacting with the Hexflow Pipelines for audio. I just kinda wish you touched more on the auxillary rumble synthesizer that game engines recently added.
@RobLang
@RobLang Жыл бұрын
Best thing about this video is that people will come to it for years to come and not realise the date.
@creativebeetle
@creativebeetle Жыл бұрын
Loved the vid! Coming from a puzzle-platformer background, what's really remarkable about these types of parallelised approaches is the avoidance of 'lateral-creep'. Working with a recursive workflow model for the game-feel and medium-cycle reward structure lets you focus on the player-action latent space *throughout* the dev cycle rather than towards the end of it. The tidbits on diagonalisation were a nice touch too. Can't remember exactly who said it, but I recall hearing some pretty ignorant takes from a former industry leader on the topic of 2D singleplayer development cycles that made pitch/yaw inheritance sound like a crutch or an afterthought. Glad you could shed some light on this. This is a pretty great introduction to criminally under-discussed approach.
@teamldm
@teamldm Жыл бұрын
The way that the hypertextual feedback loops interweave with the ludic constraints and affordances to create a synergistic experience is truly breathtaking! From the fractalized ludonarrative harmonics to the immersive kinaesthetic haptic feedback, every aspect of game feel must be expertly crafted to ensure maximum player engagement and enjoyment. The synergistic interplay between the spatiotemporal affordances and the proprioceptive feedback loops is simply unparalleled in any other medium!
@glorytoarstotzka330
@glorytoarstotzka330 Жыл бұрын
until the very very end when I watched the comments, I barely realized what happened. I just thought that despite the years I spent studying game design, I somehow was just not focusing enough. I knew "this guy made some very high quality things in the past, I'm sure this one is great as well, I just need to wait for the summary or smth". my biggest reason for doubting the fact that it was made for 1st of april was because I watched it on 4th of april and it's 9 mins, the video quality is high and there's some guys who claim they worked on certain games and so I took it legit for granted
@Lugmillord
@Lugmillord Жыл бұрын
3 minutes in I feel like the auxilary liminarities disenfranchised the flow of participatory development structure. Or in other words: I notice the date. What a mean way to come back after months. xD
@THExRISER
@THExRISER Жыл бұрын
Oh hey you're still alive, and right on time too, I've been tasked with improving my company's flagship game's game feel (Mainly because I suggested it and even made a presentation on it) so this is prefect timing, there's probably some stuff I missed in my document anyway. EDIT: I only realized this was an April-fools video when I read the comments, I just thought: "Clearly I have a lot more to learn about game feel, I should do more research to learn what all of this means."
@Vailskibum
@Vailskibum Жыл бұрын
Yes!! Awesome to see you return 👀
@SalirethsHizathri
@SalirethsHizathri Жыл бұрын
I suppose that's how his videos sound like to non game-dev folks.
@Garfieldcfc
@Garfieldcfc Жыл бұрын
Nah, they're usually really understandable, as someone who's not a game dev :p
@dimas7204
@dimas7204 8 ай бұрын
Please come back! I miss your voice and your closer looks on game development 😢
@joker31freak
@joker31freak Жыл бұрын
omg, I fell hard for this and was questioning my existence, well done!
@Oene22
@Oene22 Жыл бұрын
So how did they leverage the Rockwell Retro Encabulator to its fullest extent? I just can't seem to figure out how it congregates with the diagonal deadzone progressional fluxes just yet...
@parchedcoma9939
@parchedcoma9939 Жыл бұрын
Thank you so much, this is really helpful. I keep hearing how important game feel is, but no one actually cared to explain what it was. These videos are so unique, and I love each one, thank you for helping the future of game dev!
@noahr607
@noahr607 Жыл бұрын
Lmfaooo I was listening to this in the background while I worked and thought I was having a stroke for a second Edit: I WAS mishearing things, I hadn’t chamfered the lower end frequencies of the audio in this video over my Bluetooth headset!!
@sno7599
@sno7599 Жыл бұрын
part of me loves this video for how indepth it goes and part of me is really overwhelmed like godamn i'm gonna have to do some serious research on this cause i've never heard of most of the terms and compared to your avg gamer i know a shit ton about how video games work. thanks for giving me a starting off point though
@kiivozin
@kiivozin Жыл бұрын
You're aware this is an april fools joke, right?
@alejandrogomez1698
@alejandrogomez1698 Жыл бұрын
Just in case you weren't joking, this is an April fools joke video with made up terms
@L4Vo5
@L4Vo5 Жыл бұрын
Any tips for the music side of things? I think I may be missing something: I tried a variable sample rate synced with the player's transform matrix to minimize ghosting during the audio rendering pipeline, but players didn't seem to notice.
@triplezgames3882
@triplezgames3882 Жыл бұрын
A real common mistake in that context is linearly interpolating between wav samples, instead of applying fourier series every nth future sample. Also, you can reduce the audio delay by converting your audio files to temporary hash fields at the start of your scene. But you probably already know that one...
@nicknack125
@nicknack125 Жыл бұрын
As a long time backseat game dev, I really appreciate seeing that the parallelization of z buffer subframe-timing is getting recognized! All too often games forego this simple technique and subconsciously it makes a GREAT difference in how responsive the inputs feel.
@salmonflop
@salmonflop Жыл бұрын
Man I was getting so angry, until I looked at the date
@Chibranche
@Chibranche Жыл бұрын
I struggled for so long to understand game feel, thank you for explaining it so clearly !!
@scottybreuer
@scottybreuer Жыл бұрын
This was a very terminology-heavy video. As someone who's just starting out, a lot of it went over my head.
@XplosivDS
@XplosivDS Жыл бұрын
Check the date
@Madmonkeman
@Madmonkeman Жыл бұрын
That's because it's an April Fools joke and not supposed to make sense.
@Barmem
@Barmem Жыл бұрын
Wow... I understood like 12% of what you just said.
@IPlayKindred
@IPlayKindred Жыл бұрын
same
@Luna5829
@Luna5829 Жыл бұрын
That's quite literally the joke
@xyoxus
@xyoxus Жыл бұрын
Because most is made up. April fools, ya know?
@Barmem
@Barmem Жыл бұрын
@@xyoxus yea, i guess I've been got
@Rothiseph
@Rothiseph Жыл бұрын
Goddammit Nick. I went into this video expecting the usual digestible material, then struggled my way through 6 or so minutes of jargon until realisation hit. You absolute bandit. 😂
@GenericHandleName42
@GenericHandleName42 Жыл бұрын
You're back, and it's on April Fools. 😆 Edit: After watching it, have a feeling you'll make a follow up video without the jargons, can't wait.
@Sean.R
@Sean.R Жыл бұрын
English is my second language and I would rate how well i can understand it like an 8/10 compared to a native speaker but this video had me lost so many times with using words I’ve never heard of before, looks stunning though ❤
@RobinClower
@RobinClower Жыл бұрын
As a native English speaker, I was thinking I was having a stroke while listening to it. It was like an AI was writing words that sounded like English words but had no meaning. Happy April foods :P
@graullas8981
@graullas8981 Жыл бұрын
same
@me-myself-i787
@me-myself-i787 Жыл бұрын
​@@RobinClower Happy April Foods!
@Msp0309
@Msp0309 2 ай бұрын
Really sucks this guy left after this video, his content was so nice
@ghtddkc
@ghtddkc Жыл бұрын
Glad to see you back ! Hope to see more from you soon
@Skeffles
@Skeffles 10 ай бұрын
It's fascinating to see all the bits that go into creating good game feel. Great video!
@Springwight
@Springwight 8 ай бұрын
It almost makes sense. I can imagine what, say, map defragmentation might be. Imagine you store your vertex information in space partitioning forests. Well, as you keep adding nodes, cardinal multiplicity is going to increase at the same rate. Said cardinal multiplicity has high entropy, an can cause your tree to be reduced into a low efficiency configuration. Defragging the overall vertex assembly then means restructuring the partitioning to maximize overall something something
@Lastered
@Lastered Жыл бұрын
This video presents many good examples of shader buffer deviations and intermediary frame foundations, but I think you should cover more secondary immersion pipeline techniques, even simple ones such as meta-enforced non-x clipping, gantry level sub-progression, or even tactile subdivision of out of view matrices (for the few who don't know)
@Melnum
@Melnum Жыл бұрын
It's April 9th and I'm still getting these damn April fools videos in my recommended. I've been binging game dev videos for a few days, I was halfway through this one when my ears started to bleed and I had to check the date it was uploaded.
@humianboz
@humianboz Жыл бұрын
Holy moly, what a true tour de force of technical wizardry and game design finesse! The deftness with which the dynamic environmorphulation and non-linear haptophonics were deployed was absolutely awe-inspiring. The use of proceduriplexity and quantumartifactorization was truly visionary, and one can only imagine the degree to which player engagemorphication and interactivity will be heightened as a result. The possiblities for next-level reverse immersivitron and user experience are simply mind-blurring! Overall, the video was a masterclass in game feel theory, and it's thrilling to contemplate the ways in which all these techniques and ideaflips could be brought to bear in creating truly groundbreaking gamifying experiences.
@Tekken4Life3
@Tekken4Life3 Жыл бұрын
See, this is why AAA can't compete with indie. High-end engines have problems dealing with sub-frame aggregation (due to Heimlich's principle) so ghosting is rampant. Wish I had thought of the parallel input managers finetuning and noise-canceled rumble. Thanks for bringing wider attention to these issues!
@FireJojoBoy
@FireJojoBoy Жыл бұрын
The April fools joke is, that we thought they quit making videos
@venividi2940
@venividi2940 Жыл бұрын
oh my god, this is--you guys--it's been a long time since I've been so completely caught out. nicely done.
@MrGamelover23
@MrGamelover23 Жыл бұрын
Glad to see you back in action. You always made some of the best videos on KZbin.
@TheLime1
@TheLime1 Жыл бұрын
Encabulator! It's a cutting-edge game that utilizes the latest in reverse osmosis technology to provide an unparalleled gaming experience
@Cyberian_Khatru
@Cyberian_Khatru Жыл бұрын
you know, looking at the real time wave diagram when analyzing the pitch really is a game changer
@kaasronald3623
@kaasronald3623 Жыл бұрын
this is the first tutorial video that only made my job look harder. appreciate the incredible animations and level of polish on this video. that's top tier. I've never seen anything like it. But i haven't learned anything other than to... use audio? I'm bombarded with terms that are never explained and I'm not sure they are there to make you sound intelligent or if you're working on a video for so long that you can't really judge how "consumable" it is for viewers with all this lingo? ...OH. It was an april fools joke. I don't wanna backspace this because you can see me figuring that out in real time. I've never seen your videos before and couldn't be fooled harder lmao good job real clever
@weihau5736
@weihau5736 Жыл бұрын
so glad you're back!
@Suibriel
@Suibriel Жыл бұрын
I have never been so absolutely blasted by an April Fool's than this video. Unironically had me spinning out because I didn't know any of these concepts and felt like a total idiot.
@BenightedAlizar
@BenightedAlizar Жыл бұрын
I'm personally a fan of non-euclidian analog inputs. An unpopular opinion, I'm sure.
@Shioe1
@Shioe1 Жыл бұрын
I love the PowerPoint Icon at 4:15. I just skiped over it and when i realised it was there, is was so good ^.^
@bigsmilemate
@bigsmilemate Жыл бұрын
Most elaborate prank I've seen in yt, well done! Had me fooled trough the most part, to the point where it started to make sense somehow...
@Lorddrake4444.
@Lorddrake4444. Жыл бұрын
this is what a stroke looks like in video form , 10/10 would turn my brain into pizza again
@SushP
@SushP Жыл бұрын
But wouldn't that cause a parabolic destabilization of the fission singularity?
@DanCreaMundos
@DanCreaMundos Жыл бұрын
I have to say it, your videos are a master class in game design, I found your channel and probably binged all your videos in 2 days. I love the way you express and you explain everything and having a point of view from someone who has actually been able to make games and learn and even publish games is inspiring. Thank you for sharing all this with us, you're an incomparable help for everyone dreaming with making games!
@Swordslash
@Swordslash Жыл бұрын
WOO I got *so* happy seeing this channel in my notifications again. Happy to have you back man!
@Dominik-K
@Dominik-K Жыл бұрын
Can I use this in my resume? Really glad I know the Bluetooth resonance step algorithm, so I can create my first order neural feedback loop more efficiently
@saphertha
@saphertha Жыл бұрын
It took me too long to realize its an april fools video lol.
@benoxiid
@benoxiid Жыл бұрын
Okay this one really got me. Well played xD
@MrFunsocks
@MrFunsocks Жыл бұрын
Excellent vid. Gonna take me a while to get all of that perfected but I think I got the general gist of it.
@sheepcommander_
@sheepcommander_ 9 ай бұрын
We genuinely need a follow up video pointing out every single part that was completely made up
@honoiki3778
@honoiki3778 8 ай бұрын
new video when? :(
@blarvinius
@blarvinius Жыл бұрын
Thanks for the CLEAR explanation! Finally!
@chadboneman
@chadboneman Жыл бұрын
Finally you're back! I've been waiting!!
@balls2848
@balls2848 Жыл бұрын
I like your funny words, magic man!
@rasmuspedersen4891
@rasmuspedersen4891 Жыл бұрын
Entity Tracing is definitely the future! i hope more GPUs support it soon...
@artemisDev
@artemisDev Жыл бұрын
yeah printing custom gpus is such a pain.
@smol.TomatenSuppe
@smol.TomatenSuppe Жыл бұрын
im so happy that you are back
@jenobarta9695
@jenobarta9695 Жыл бұрын
Ok! You got Me! I almost started to write a lengthy comment that I'm in product / game design for a couple of years, learning the craft, also practicing it almost all the time, and how frustrated I am not undertanding s*it from this video... Really started to feel fell behind, stupid and incompetent. GG!
@Verne105
@Verne105 Жыл бұрын
how did you get the devs in on this?
@Thelulz
@Thelulz Жыл бұрын
this is kinda like those "what english sounds like to non english speakers" videos
@Lukasek_Grubasek
@Lukasek_Grubasek Жыл бұрын
Oh it's so nice to know this channel isn't dead. I instantly watch every video when I see a new one pop up as I've already watched all of the previous ones. 😅
@mankeez5892
@mankeez5892 Жыл бұрын
This is so unbelievably well made it's fucking ridiculous. And the worst part is that it's actually got some good advice buried deep within the jargon that you can kind of get and acknowledge as you watch for the first time, which keeps you believing it's an honest video and you just have no idea what's being said. For every part of the video there's actual good game dev practice that is understandable when boiled down to simple terms. Look: "Do predicted evaluations of the player feedback loop when it comes to ratio of gameplay" = Playtest the game as you make it and catch bugs and bad features before the players do "Flat mobius style gameplay" and "looping the recursion twice before repeating the cycle" = Instead of just giving you the loot after going through the explore + action parts, you go through the explore + action parts of the loop again (with a risk of losing all of it to a mob) before going back to a base of operations, where the loot is given to you. It just means withholding the reward until x thing happens. This is so fucking funny. "Multiplicity of diagonal mechanics" = They literally tell you if you keep reading the fake blog post. It just means tweaking stats to make the game more fun and to make some weapons more usable "Leveraging sub-structural actions to simulate pre-baked progression in real time" = hard-coding progression instead of actually crunching numbers to reduce resource utilization "Account for a finite liminal state of generated rewards while promoting federated upgrades" and "avoid boring marginal increments for dynamically partitioned levels" = Find the balance between what you have to do and what you obtain by doing it, accounting for the intricacies of your custom reward structure (meaning to not just copy another game's reward progression because it's fine-tuned to their game) "Asynchronous analog deadzone" = a part of the gameplay where no inputs are being received, and I guess they're saying you can use these areas to do something, but I'm not sure what "Event oriented rollbacks to maintain negative input extrapolation" I can't decipher, it may not mean anything "finetuning key-bindings during sub-frame aggregation for parallel input managers" either refers to just picking the right keys for each action (for example don't put action keys far away from WASD) or it just doesn't mean anything because in the discord message it says it's optimizing "ghosting" which is a graphical glitch where items leave trails behind, it doesn't have much to do with key bindings "Noise cancelled rumble that can be reverberated during runtime" isn't close to anything I've ever heard, it could be referring to adjusting the game's movements to make the character motion feel more like what the user is expecting rather than what the raw inputs would actually look like? maybe? I don't know, it probably means jack shit "Popular euclidean engines" = Any normal physics engine that respects the theorems, proofs and propositions laid out in greek mathematician Euclid's The Elements, which are a series of books that just describe normal motion in 2D and 3D space "matte specular alpha maps" So there are several layers of bullshit to this one. An alpha map is just a normal resource used by devs that consists of a black&white/greyscale image where black is opaque and white is transparent. It's used in textures. Matte just means a surface that doesn't shine, but specular means it behaves like a mirror (i.e. reflects), which is the polar opposite of matte. And these prefixes mean nothing when referring to an alpha texture because the alpha texture is used in transparency! "Symbiotic texturing technique" I guess this just means eliminating rough edges around entities so that they blend into the background, at least according to the visual that accompanies it "Z buffer pixel deviation" means absolutely nothing "High rate of harmonic vertices as noted by trails" probably just means that the chunks of the mob follow a similar path once they are generated, but it's so convoluted I don't even know at this point "UI diegetic underlayering caused by too many stacked clusters" I can't decipher, but diegetic just means within the context of the story, so I don't know how it can refer to visuals. Maybe it's just telling us to not stack too many items on top of each other and condense as many still textures as you can into one file to save space "texture multichannel bitrate" and "sprite stair-stepping" is something about that visual glitch shown on screen, but that to me just looks like a version of the solitaire effect where an image on screen leaves behind a trail of itself, although this one is just glitchy. I think it's telling us to make high quality animations and ensure they don't bug out when they play. "cardinal easing curves" I'm inferring from context here, but this probably just means the state between an animation and the normal state of a model, and adding something there to prevent it from just snapping from the animation to the base state "I frames and K frames" and "IK system" means nothing. Keyframes are a thing though, they're starting and ending points of a smooth transition, so maybe they wanted something close to that to make it seem more real-sounding "pre-aggregated animation blending nodes" sound exactly like Keyframes, points you add beforehand that guide a smooth animation "fragmented sequence buffers in the running cycle" I have no idea. A buffer is a short period where you tell the computer to wait for x amount of time, so maybe it means the balance between an event and the timing between them in a scene? "volumetrically complex collision detection" is just to make sure you don't forget clipping and collisions lol "ratio between culled motion vectors and wireframe rate" hmm. Culling means to delete objects not in view of the camera to reduce resource utilization. Motion vectors are just values that tell an object how to move, so already a motion vector can't be culled, if anything the object it applies to is culled. And wireframe rate is meaningless. So this is probably just absolute garbage. "batch interpolated vorbis prefabs" probably don't exist, but even if they did, recommending them for high quality audio is a bad idea because the Vorbis compression standard is for lossy compression! "chamfering lower end stems from audio sources to encourage preconditioning" Alright. So here he shows a spectrogram (which is just a way to visualize parts of an audio file over frequencies), highlights some parts and then deletes them. "Chamfering" is the action of replacing the sharp right angle edge of an object with a slant to make it less dangerous (but this is in mechanical engineering, and I'm not aware of it being a term in audio engineering), and removing the lower end of sounds as he did in the spectrogram will just make your audio lose its kick. I'm not a sound designer though, so maybe there are benefits to cleaning up audio files like this that I'm not aware of. "Decoupled uncompressed frequency thresholds" So here he shows audio being separated into a left and right channel, so I guess decoupled frequency thresholds refers to that? But he's saying tha by "chamfering the lower end stems" of the audio you get them to refresh once every two frames? It has nothing to do with it! "Altering waveform textures to get a sinusoidal distribution" so a sinusoidal distribution is just a sine curve, and having sine curves in digital audio helps when working with real life analog audio because real waveforms do follow a sine curve, so I guess that's what he means when he says he achieves a "symetrical parallelism" "Liminal omnidirectional re-emitters" means absolutely nothing, and maybe proper game companies do optimize their audio for controller speakers, but that is not what he describes here lol. I mean this guy is bugging. He brings up Bartle's taxonomy of player types as a justification for using these re-emitters, but bartle's whatever is a political compass style test for agressive vs pacifist and explorers vs socializers, it has absolutely nothing to do with audio This video is evil Edit: lol, I just realized where the Encabulator joke game comes from. It’s this old KZbin video from a fake company called Rockwell reviewing their new machine the Retro Encabulator. It’s a joke video making fun of corporate show-and-tell videos. It just keeps getting better
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