Most touchable surface in Pikmin 4? 🤔 Wollyhops for me
@natalieerib
Жыл бұрын
the water looks like crispy 3am thirst water.
@Tennisbally
Жыл бұрын
When your going to add game builder garage mobile ?
@FelipeGarcia-gp2ng
Жыл бұрын
Wollyhops is supremely touchable looking.
@VideoDojoPro
Жыл бұрын
Only 2 minutes in and this is already my absolute favourite video you've put out! ✨
@natalieerib
Жыл бұрын
2 kings 👑 👑
@VideoDojoPro
Жыл бұрын
@@natalieerib 👉👑 You dropped this Natalie
@DaProductionsDrawings
Жыл бұрын
Yea the i bought it, its worth it.
@johnstamamos4618
Жыл бұрын
It really looks like a little diorama world 🧸
@zeromontalvan1514
11 ай бұрын
i think they have been a lot of effort in recent games with a ton of tricks they have gotten and learned with the years, tears of the kingdom, pikmin 4 and metroid prime remastered are good examples of the basically dark magic nintendo does to fit them into a 7 year old hardware
@ShaulaXNinja
Жыл бұрын
I'm making a very immerisive Pokémon game for GBG. When I'm done I will post it to you to have a look.
@DaveNodon
Жыл бұрын
Absolutely, that sounds awesome!
@Allstreamer_
Жыл бұрын
At the end (5:14), the pop in you are showing isn't from an LOD (level of detail) system, such as the one used to make tree's/Mario's geometry simpler, but rather from a technique called Texture filtering.
@Blowter
Жыл бұрын
What a wonderful video.
@GeorgeTheGayButler
Жыл бұрын
You should teach how to make a pikmin-like game on GBG
@skibbl_dev
Жыл бұрын
it really does look pretty!
@dizzyndead
Жыл бұрын
does pikmin 4 use AMD FSR? nintendo has been using it in a lot of their games lately so i wouldn't be surprised if it was used in this game
@natalieerib
Жыл бұрын
Time for school everyone 📚 🤓 this game really does make everything look so squish-able and juicy.
@maddoxfun
Жыл бұрын
Looks amazing tho
@sarahlynn7807
Жыл бұрын
It's made in unreal? Damn what i'd give to see their techniques in the engine.
@CptBlaueWolke
Жыл бұрын
it's not really magical, just afew camera tricks he lists everything else is done outside of unreal anyway. You can easily produce the same look with unity or most other engines as well. I'm not sure about the performance on the but I actually heard that unity performs very well, while unreal suffers pretty much, because base unreal is absolutely not designed for a lightweight device and bloated with stuff most wont need anyway (and the reason even crappy games or test builds take easily 30-60gb storage, where Unity would take around a few hundred MB to 10/15GB)
@DaveNodon
Жыл бұрын
It is! I read it’s the first time the in-house Nintendo team used Unreal. I’m sure they did a lot of behind the scenes, but on a basic level alot of the stuff is straightforward and anyone could do it with the basic version of unreal you just need to put in the work to make all the art and layer it together. It’s empowering!
@DaveNodon
Жыл бұрын
@@CptBlaueWolke I’m pretty sure the Unreal package management would only include necessary underpinning infrastructure when it was time to compile. As a development environment it definitely has a lot of tools which can be cumbersome and hard to parse since they’re branching out to other fields like tv/etc.
@CptBlaueWolke
Жыл бұрын
@@DaveNodon well there is a tradeoff for getting instant great graphics and easy to use tools right from the startup. Epic also seems to sell their software as "look we are shiny and that's why we are great" while almost any engine can achieve similar graphical results. Engines differ in their tools and features and unreal definetely has great ones, but not as much in grapic quality. But I admit that I'm not that familar with unreal yet. Though working for a while now with games engines and talking with friends who use unreal a lot recently, unreal is indeed much more bloated. I think a friend mentioned 15GB for an empty unreal builded game, while unity takes 200MB I think, maybe less. I also don't know how nintendo works, but given the high amount of optimisation I assume they do what every big unreal developer does, and customize the unreal engine with the git repository, instead of using base unreal from the epic client (which i think can't be customized down to the core system, similar problem to unity though).
@dizzyndead
Жыл бұрын
@@CptBlaueWolke bro has so much hate for a game engine LOL, the reason why a bare unreal engine project takes so much memory compared to unity is because unreal engine comes packaged with a bunch of plugins while unity requires you to find plugins yourself. still, i never thought i would see someone who has absurdly large beef with a game engine
@DigitalNomadOnFIRE
Жыл бұрын
It's a low poly count game, it looks nice but not at all photorealistic
@jamesmorgan3623
Жыл бұрын
Really interesting video, but to me, Pikmin 4 looks a bit ugly. I think the lack of actually geometry hinders it when the camera is motionless.
@DaveNodon
Жыл бұрын
This is my first time playing any Pikmin so I don’t have much to compare. But I can see what you mean and other who liked the other games visual direction better. Maps (that I’ve seen so far) can sometimes have a very spare almost empty rubbery quality to them.
@brodylucipher8209
Жыл бұрын
I need a sliding door, i used a y slide conector, and i put the difference in a map and a button to move it, but it won't work, and I've tried so many times. i dont want it to be closed to start
@Luk3ler
Жыл бұрын
Have any progress on the portal gun
@smartbart80
Жыл бұрын
Looks like Grounded, kind of.
@tektight
Жыл бұрын
Looks just slightly better than the Gamecube versions. Don't see why it would be impossible or hard to run on switch...
@CptBlaueWolke
Жыл бұрын
lol funny seeing a youtuber explaining things that are used by pretty much every game for over 20 years now. The wodden cracks by 3:52 btw aren't normal maps these are moddeled, as you can see the dents on the silhouette. Specular is also false, that is knowledge from pre physical based rendering which is already 10 common knowledge for more then 10 years by now. Specular controls the reflection of a surface, Metalness controls the difference in reflection for dielectric and electric materials like metals. 5:15 isn't lods what the guy means with explaining "popping in of low poly objecs", what you see there is actually mip mapping, replacing compressed textures with the higher res ones the closer you are to a surface. Overall stuff that is standard in almost every 3D game by now for over a decade if not more.
@DaveNodon
Жыл бұрын
Welcome to the new world of Captain Blaue Wolke. Where everything must only be said once, and it should never be explained in a simple way without superfluous detail for the target audience of normal people who literally no not care that the word dielectric exists. 🫡
@natalieerib
Жыл бұрын
Who hurt you?
@CptBlaueWolke
Жыл бұрын
@@DaveNodon well, you said that's the reason pikmin 4 looks so good, making it sound that this is brand new :) I just added knowledge and correction to it. I also didn't mean it negative besides the little tease about covering 20 year old knowledge, but you never mentioned how old these techniques already are, but it's cool that you cover it and show a slight glimpse of what is required for a game like this. And you're right, i just forgot that the context might not as visible to everyone. Dielectrics/Insulators are non-metalic surfaces, having another reflection then metals (electric/conductors) which pretty much is a black and white image (because stuff is either metal or not)
@DaveNodon
Жыл бұрын
@@CptBlaueWolke you’re right I should’ve mentioned that the textures thing is not new - I just noticed while playing it’s something they relied heavily on in this title to help make the environments look lush and attractive without bogging things down too much. I think the detailed texture and shader work is a large part of why so many people think it would be “hard to run on the switch” meanwhile it’s not actually that complex it’s just plain tools used really well.
@CptBlaueWolke
Жыл бұрын
@@DaveNodon yes, I also think they made it work because it doesn't seem that there is that much variation in assets, so they can get away with much fewer textures and reusing the materials and assets all over. There are a lot of neat tricks developers use :) nice that you cover them because it's sometimes baffling how cheaty games are sometimes (like using just 3 trees for entire forests)
@GlitchWorm
Жыл бұрын
imo pikmin 3 looks better.
@DaveNodon
Жыл бұрын
I see a lot of people saying this. I never played. Is it the art direction and the style like with things being more layered / busy a - What do you think really does it for you about P3’s look?
@GlitchWorm
Жыл бұрын
@@DaveNodon I think it's just because 3 made the enemy's realistic, just like the environment. While 4 try's to do a blend of 1&2's cartoony style, and 3's more realistic style. And by doing that, it feels like the enemy's don't fit in the world, and it kind of falls in the uncanny valley.
@aymanaboufarise4346
Жыл бұрын
I initially thought it looked worse than Pikmin 3. Turns out it does.
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