it has been so long since i saw a video update that this man has grown HAIR
@tomasribeiro3873
Жыл бұрын
also First ig.
@Spookatz.
Жыл бұрын
@@tomasribeiro3873 nuh uh
@Aiko_Hayashi0
Жыл бұрын
@@Spookatz. nuh uh
@teggunnad
Жыл бұрын
You mean the player model or the actual human
@renzesparza6281
Жыл бұрын
On the note of “i know everyone wants to see everything absolutely sharp at every moment” i think the focused blur is a great idea. Its more true cinematic and definitely makes it scarier running away having the monster blurred out
@faye2955
Жыл бұрын
The true horror of this game is how John's bones melt the moment he dies XD It's amazing to see the progress of the game so far!
@efs3
Жыл бұрын
The animations look great so far! Love the way this project is evolving! I feel like at the running animation, the creature could use it's hands on the ground every few steps (similar to gorillas, but only some of the time). Can't wait to see more of the game! (Very cute dog btw)
@NeptuneSymbol
Жыл бұрын
this looks great! it's cool to see the game actually being made! so much progress in such a short amount of time! Edit: looking back on it now, changing the color scheme from black and green to white and yellow was a great idea!
@fatalfrog7648
Жыл бұрын
This is actually amazing, all your hard work is finally coming together and paying off! If you don't mind I have some tips for the gunplay, I see a lot of games where the recoil goes up, and then never comes back down. In real life guns have gas systems to mitigate recoil and also work with the dynamics of the human arms, meaning they typically fall back down to where the user was originally aiming before firing, also look into proper firearm holding techniques when you're working on animation. I know this is all work in progress and you probably aren't even worried about the gunplay right now, but gunplay is just such a major critique of mine I thought I'd send in some of my personal opinions on it, otherwise the gunplay actually looks super solid, especially the re4 laser type thing, and I love your philosophy on the horror of the game, and keeping it minimal, especially when you talked about not wanting protagonist dialogue to be constant and annoying, I really feel you there lol. You're doing so awesome man, sorry for the long comment but I've been watching for quite a while now and I just love the hard work you've been putting in. Keep it up!
@BoroCG
Жыл бұрын
Thank you! Yeah will do my best to make sure gunplay and actual John's animations are solid when I get to specifics
@fatratdog947
Жыл бұрын
You should make it so when the player dies by it, the monster would pierce its arm through your chest, and do a horroryfing jumpscare!
@metecognition4768
Жыл бұрын
To control the decimation on specific LOD's, change what LOD you're viewing in the preview viewport, and go to the reduction settings tab on the right just above where you set the number of LOD's. There you change the percent of triangles as well as the screen size that it switches to that LOD at. Hope that helps!
@BoroCG
Жыл бұрын
Oh awesome! Thank you, I've seen those specific lod menus before and ignored
@TeaganTurner
Жыл бұрын
Love watching your game creation. Love the painting, but love this even more. Its awesome to watch progress on such a big project. It's fun to see the updates you do especially small visual improvements, it may not be big progress but it just makes it more of a joy to watch. I thought, maybe when Guts goes faster he starts galloping with his arms as well. As for an attack for Guts it really looks like he wants to hug him (I know the plan was to have grandma hug, but maybe guts is imitating her?) so much fun to see your progress!
@nook2726
Жыл бұрын
The idea of adding weights was genius. It looks truly terrifying and very polished. I feel you used your mocap suit truly perfectly, I see many creators call it a day when there are clear problems, but you ensured it looked polished and it did indeed. :D
@PsYcOtik666
Жыл бұрын
i love being able to watch you develop your game. its so cool to see your progress
@romanbeckett3130
Жыл бұрын
I love LOVE all the tiny updates like telling us about the camera focus on John or the impact physics, it shows how much attention to detail and passion you have for this game- it's the little victories !! Please never gloss over little changes, all progress should be celebrated :]
@alexhydron
Жыл бұрын
woow, now that the gameplay elements are there, I'm really starting to see the potential of this game, awesome work!
@holyguacomole4687
Жыл бұрын
Hey Boro this whole journey of u working on ur game is so inspiring and makes me feel like I can make anything as long as I work hard :) so just thank you for being you and for always working on what you love
@lucianoinfanti4530
Жыл бұрын
"And then he dies. As we all do." That was really disturbing for some reason
@laserowypaczek
Жыл бұрын
I love seeing your thought process
@JamesAlexanderMartin
Жыл бұрын
Really liking the pain animation, really freaky. Though I think the threshold should be lower so we see more of the intense shaking before the monsters expire. Also, really love the attack animations, the lazy sort of flicking really suits the character but I wonder if for gameplay reasons you need more build up for the action to telegraph an incoming attack so the player has a chance to dodge. Loving the atmosphere so far too!
@TriChaser
Жыл бұрын
Love this video boro! I think its kinda hard to see the pain animation but I do love the concept of it shivering! Hope you can one day cover how you study UE!
@benmcreynolds8581
Жыл бұрын
I love the way this looks. Keep up the great work. Its do great to see behind the scenes footage of game development. Growing up in the 90s i always enjoyed being a teen in the early 00s and seeing dev teams showing their game projects they were working on. (I really appreciate the look and physics effects you are focusing on. Its a great vibe to it)
@sketchywav7741
Жыл бұрын
This is looking so cool man. Don’t stop!
@cubic8335
Жыл бұрын
This is so cool dude I just caught up on most of the videos yesterday and the progress is amazing
@nainem.4148
Жыл бұрын
Great work! The animation looks good.
@DeskToyStudios
Жыл бұрын
Amazing work! I noticed that your animations are being sampled at 120fps at 28:29, I recently had Unreal bug out and import anims at 2000fps and it was absurdly slow to work with, file sizes were crazy too. I would suggest lowering your sample rate and reimporting, 60fps sample rate will still get really crisp movement but will save some processing power. Keep it up!
@BoroCG
Жыл бұрын
Thanks, I think I exported in 60fps, it was that way in Blender already
@rickysargulesh1053
Жыл бұрын
Congrats on this adorable doggy ❤
@lezilyyy1750
Жыл бұрын
Those animations look amazing! I feel like it'd be cool to see it slam/slap its arms down in frustration, but that may not work practically when playing. Also, what a beautiful dog! What's its name?
@Cipxvr
Жыл бұрын
Random idea but I think it would be cool if the bullet shot would echo a ton, it would kind of make it like a piercing sound in the silent darkness
@bo2_435
Жыл бұрын
Can't wait to see guts fully animated!
@studioshitaketakashita7093
Жыл бұрын
I appreciate the dedication to detail, taking a "God is in the details" approach - and yet as I am undertaking a new gaming project now and I research games albeit some oldies from 2015, 2017 etc included... like Fall Out 76, Mad Max, Ghost Recon Wildlands - like these games are still played a lot to this day - and tbh some of the hokey subpar animations in these titles persist, remain unchanged from launch, still flawed... have never been patched/upgraded - and seem to have almost in fact become like a kind of trope or part of that particular title's allure/lore. "Well, everyone jokes about the blah blah blah in the blah blah game..." - I guess concept/good gameplay still trumps say "perfect smooth animations of NPC's" etc of course everyone has their preference for what draws them to a particular game mostly in the first place - and what's a deal-breaker when it comes to getting to a rage-quit moment etc.
@the100ways6
Жыл бұрын
Super interesting I think about it a long time to start make my own game and I love gun animation, good animation
@R0w4nH0pk1ns
Жыл бұрын
It look like it coming along good, thoughts as I watch; the gunshot sounds a little repetitive. obviously it's more just sort of 'lookdev' right now, but when you come back to it look into metasounds and splitting up the elements that make up the sound and add some randomisation to those. I'm working on a melee combat system, not guns but playing around with and trying to learn metasounds has been a lot of fun and I'm excited to use what I've learned with them for some interesting ways of using sounds and music to give the player feedback on whats happening. The full body IK looks good I'd maybe play around with making the red dot get wider and more dispersed in the last 2 or so meters to give the player some indication that it's near the end of their effective range. related to that also, i'd guess your shooting works off line traces, but if you are/end up with a weapon that spawns a projectile, it might help to loosen the 10m a little; it would be annoying af to fire a shot while in range but the monster takes a step back for whatever reason so it doesn't count. Definitely is a milestone! maybe consider not using treadmill mode for some animations, you may want to use root motion for things like attacking (especially with motion warping). You can always remove all the keyframes on the root later if you decide not to use root motion. You can use IK to plant his feet to the ground where it's sliding. Also can use it for matching his steps to the speed of the movement if you decide it needs to move at a different speed to what you animated. I've been using DragonIK plugin from the marketplace for this stuff but I'm pretty sure one of the nodes added by the motion warping plugin does it too. I think you found another small thing to tweak on the camera towards the end there, maybe a linetrace and if something is being aimed at and is closer than x, set the focus point to however far it is. The left hand positioning looks a little odd in some poses, like it's trying to be there to support the right hand but feels like it's just sort of floating there. SSS looks really good when you shoot at it. What are the plans for the next few stages of development? obviously plans change, tbh I'm just mostly interested in seeing which parts you think are important to lay the ground work for.
@BoroCG
Жыл бұрын
Thanks, really cool tips! Btw that's not SSS, but Lumen's temporal imprint from bright flashes. Hope there's a way to adjust it. For now, I want to get all enemies animated and in UE, but maybe I'll break it up with some level design and finally trying triggers and cutscenes. Everything is so interesting!
@R0w4nH0pk1ns
Жыл бұрын
@@BoroCG oh right, I had suspicions it wasn't actually SSS but couldn't work out what it was so just went with that. It looks sort of interesting on the monsters tbh Level design is one of my favourite parts, a lot of opportunity to just be creative and it's one of the things that gives an instant feeling of a lot of progress, but I also find it so hard not to get really distracted and spend stupid amounts of time on it. Anecdotally I find it helps to try and create specific scenes I want the player to experience and work out from there. Cutscenes will be interesting, I haven't actually bothered looking into them since before I knew what I was doing with the engine and theres been significant improvements since then with things like control rig. I'm not entirely sure what 'best practice' for cutscene triggers are but I'd approach it by making a blueprint that just holds a trigger box and uses an instance editable variable to store a reference to the sequence you want to play.
@roosahatinen
6 ай бұрын
17:28 the walking towards the character is so sassy! haha
@rrops_pico8
Жыл бұрын
Could you possibly make a sound that plays when their body hits the floor, like a wet "thud" of some kind?
@Clydiie
Жыл бұрын
I love the motion blurr
@TheCubecrafer
Жыл бұрын
this project is never gona get finished
@ParadoxISPower
Жыл бұрын
That aiming is Epic! I've been working on a similar idea, and of course this video pops up, thanks for the inspiration!
@stevefilmUE5
Жыл бұрын
I dont have the time to make a game, but id love too. Keep up the great work 👍
@gysmothediamond2046
Жыл бұрын
First time ive seen an animation process for a game! Love it, Earned a sub from me If you record another session for the idle animations, a good idea would be to give the character an "itch" that they shake off for a few seconds, returning back to reality. I think pain animations could fit in that as well, but they are prolly better procedural because pain originates from the wound. Sorry, I just have many ideas.
@BlazyBob1
Жыл бұрын
This is all so cool!! I’m loving to see the process! Btw, will the monsters bleed red in the end? Or will it be something more… alien? Like that egg yolk color, a sickly brown or orange or yellow-ish color
@EmbodiedKhan91
Жыл бұрын
actually amazing.
@TWIIICH
Жыл бұрын
You should increase the range attack for guts, they have longer arms so it should work.
@BoroCG
Жыл бұрын
Totally
@nfgwaka1343
Жыл бұрын
When aiming a gun it’s fairly easy to keep the gun steady. Less floppiness and more drag on the arms the faster you swing in a direction would give it a more realistic feel. I could be wrong though
@fnafhexplushies8321
Жыл бұрын
Cool!
@alessiocasagrande7916
Жыл бұрын
I'd add some reaction from being shot, something that gives out the sensation of the impact of the bullet.
@keepsanity9613
Жыл бұрын
that depth of field is so intense
@koko969w
Жыл бұрын
these videos are excellent
@K4yk15
11 ай бұрын
An idear i though of was maybe you could ad dips into the flesh when the bullet shoots into the monster
@WildPickle
Жыл бұрын
You should make it so different areas on guts do more on the pain meter/damage. Just a suggestion.
@BadTunes.
Жыл бұрын
😮Came so far really really love❤ this series i hope this will never end😂
@SylvesterLazarus
Жыл бұрын
2:42 Yes, Boro! Twist that knife! :_D
@BoroCG
Жыл бұрын
:D 💜
@Sethae
Жыл бұрын
First off, the following is not intended as critique, but as an an input that might help you. I understand games do not require amazing realism and I don't know about game design or the realities of it, but I have some backrgound in martial arts and competitive boxing. The monsters look great, but the attacks with the weights do not seem dangerous at all. They are slow, avoidable and the build of the monsters seems squid like. If the monsters aren't huge, they wouldn't do much damage at all. Also the punches are called "arm punches", and in boxing you should avoid that, because they do not generate a lot of force at all. So maybe make the shoulders a bit wider, and add more torsal twist from a more wides stance to get leverage. They could spin around from the punch power, like the Thai boxing roundhouse kick. Add speed to the animation. Especially at the end of the punch. Add some kind of grabbing tentacles or claws so it can either do puncture or slash damage and keep the victim in place. You could also look at boxing videos to get the idea of how leverage and reach works. Deontay Wilder or Sonny Liston are an extreme examples of power, leverage and reach. The idea of a human punch is to create a lot of force in a small area and human fists are built like that, The index and middle finger knuckles are the contact point to the target.
@mumudacow9770
Жыл бұрын
I act like this at my house all the time completely unironically
@FrozenInIce
Жыл бұрын
You should call the game flesh because it fits with the game you're making
@timeTegus
Жыл бұрын
it would be cool if you would not bake the animation of the lower arms and let pysics in the game hadel the swinging a bit
@BoroCG
Жыл бұрын
Something like that is on my mind
@timeTegus
Жыл бұрын
@@BoroCG nice
@ArtyDc600
Жыл бұрын
Damn those monsters reeeeallyy creepyyy 😨😨
@pactanimated2580
Жыл бұрын
I'm not a 100% sure just yet, but I have a feeling that Guts is actually my favorite XD
@ozhanacar3374
Жыл бұрын
Hello if you want to customize your lod settings you can choose LOD to change bellow LOD picker part and change its settings from LOD (lodNumber) / reduction settings
@usgovernment182
Жыл бұрын
The laser should be coming from the bottom of the gun, and it should be sighted exactly in the center of the screen. We sight our lasers in to match exactly where the bullet is going to go, which hopefully should be exactly at where the barrel is pointing/
@Trid3nt861
Жыл бұрын
Boro if I can add a suggestion for creature footep motions, try acting as if there is lego bricks on the floor and yoire trying to avoid them.
@o0NullyWully0o
Жыл бұрын
“And then he dies… as we all do” jesus christ man 💀 28:59
@glitchboxeditz
Жыл бұрын
i have an idea you can have it so they have some holes in them and it spews out like spores and if the spores hit you they have like a poison affect
@niski_sicarios
Жыл бұрын
i would make monsters move in like 12 frames so it will be seen as less humanish
@meganh8151
Жыл бұрын
We need a demo!!
@manollobango
Жыл бұрын
Hey, the actual footage looks very nice and I wish you all success with this project! However, I'm wondering how this gun "punishment" mechanic works.
@woshieman2260
Жыл бұрын
add blood trails they leave when you shoot them
@mukuro8350
Жыл бұрын
yes
@ArbitraryOnslaught
Жыл бұрын
I know there supposed to be scary but honestly everytime I see your monsters I get hungry for Gnocchi.
@BoroCG
Жыл бұрын
Carbs. The horror.
@noved4340
Жыл бұрын
Love the progress made so far. Have you tried using the Animation layers addon to adjust the animations, helps a lot when wanting to do small tweaks
@BoroCG
Жыл бұрын
Haven't gotten to it yet, but will probably check it out eventually. NLA seems just enough for my needs so far
@MistaManlyGuy
Жыл бұрын
2:49 better than nothing
@wiltedkale
Жыл бұрын
nice one.
@sebixxs7967
Жыл бұрын
I have an idea. The guts could only hear you since they don't seem to have a face. Because of it you could have 2 options to complete a level or something by stealth or by action. Also If they hear you they make a disgusting loud sound
@nihuyevo_zhmihnulo
Жыл бұрын
You should really make him use his arms while running
@SavArtTism
Жыл бұрын
The fact you named it guts makes it jarring for a Berserk fan lmao.
@Wodgedev
Жыл бұрын
I'd love if the AI in this game was similar to Resident Evil: Revelations, big slow programmed attacks and rootmotion to move. If made like that you can definitely add melee combat since it would take time for enemies to turn around and they'd have a vulnerability period after attacking.
@TheMechanicalRaccoon
Жыл бұрын
This is cool! Which platform did you use?
@ericcurrier50
Жыл бұрын
This is great, I actually pulled the trigger on buying a ROKOKO because i also want to use it for game dev, and love seeing how great the retargeting system is in blender when combined with ARP. However have you tried the retargeting in software's such as Motion builder? I cant wait to see more updates with your game! As someone who is new with the suit, where do you also recommend to learn all the tips and trick to utilize it best. I originally used a volume and optitrack to record mocap stuff, but got the suit because i'm a junior and somewhat of a generalist lol.
@BoroCG
Жыл бұрын
Awesome, good times, fellow dev! Haven't tried other options with this door, bit something tells me the suit would work very well with MB :) Rokoko has a plugin for it
@singleflake2
Жыл бұрын
What do you think about making the game in first person perspective? I think it would naturally account for a more immersive and personal experience. Also, there are few good fps survival horror games in my opinion.
@BoroCG
Жыл бұрын
Thanks for the good question: I'm not into first person for this project as a basic mechanic. It might have several special modes in different parts of the story though, if I pull it off. Long way ahead that is
@singleflake2
Жыл бұрын
That would be an interesting idea, as well as a unique. Maybe you could use it to envoke a more claustrophobic feel in narrow chapters, or going through a tunel. Im very excited to see your vision either way!
@SheepUndefined
Жыл бұрын
I know you're coming at this from an artist's perspective, but I think it'd really be best to focus on getting the gameplay mechanics finished, then focus on content, and *then* focus on animation. The reason for that is because you wanna minimize wasted time on an animation or model that ends up getting cut for the sake of getting the game out, or something that ends up being out of your abilities. I know there's the aspect of KZitem, so some "beautification" is fine to retain viewership, but try to keep from running off in that direction, especially if you're new to the engine. Coming from someone who's *very* familiar with this specific timesink. An ugly game that plays right is way less work to fix than a pretty game that plays the way you don't want it to. Also, be sure to get plenty of playtesting. Just bc a mechanic sounds good in your head, doesn't mean it'll always have the intended effect. Stuff like adding in those wind-up animations you mentioned last episode can easily cause the player to feel unresponsive to control in a way that's not scary, just frustrating. It's why most protagonists, even in horror games, have a little less anticipation on their animations than you would realistically expect.
@darkalleywaystudio3975
Жыл бұрын
Doing great work my man. Favor to ask. What information or docs did you look into with your camera/ Ik system? I'm really digging the setup to the IK hands/gun.
@Steve_Fid
Жыл бұрын
i like it❤
@beyondcinema
Жыл бұрын
what battery pack is that?
@jaychoirenderender
Жыл бұрын
I've been keeping saying but rokoko doesn't work shit. I eventually sold both of my ssp1 and ssp2 as well as their gloves
@studioshitaketakashita7093
Жыл бұрын
Plus now even they offer a free video to mocap service now??
@Steve_Fid
Жыл бұрын
what about for john
@FreakZado
Жыл бұрын
How did you make the character blurry like that? Adjusting the depth of field
@kornholioefx
Жыл бұрын
Is there any way to change the hip-width of the motion capture avatar? It looks like it's not really setup to your body size/shape.
@BoroCG
Жыл бұрын
I actually typed in exact numbers in the studio and the avatar turned into that shape. I may have made a mistake there
@kornholioefx
Жыл бұрын
@BoroCG seeing as how you're so differently shaped than the character anyways, you were always going to have to modify the animation anyways, so maybe it's not as important. Thank you for these videos.
@Druxer1
Жыл бұрын
what are you using to make your game it looks so good
@BoroCG
Жыл бұрын
It's Unreal Engine 5
@unholyhardy4359
Жыл бұрын
Keep the death animation a ragdoll lol
@zcythegaming6619
Жыл бұрын
Bro... I JUST LOST THE GAME
@Rainhet
Жыл бұрын
i like game dev too so i don't mind the new content at all, but what happened to your art videos? i used to reference them a lot when i was in school. are they deleted forever?
@BoroCG
Жыл бұрын
Not deleted, check playlists on the channel
@Rainhet
Жыл бұрын
@@BoroCG ah! thank you so much! i didn't notice
@christianleearagon9150
Жыл бұрын
I'm curious what is the general lore or story of this game you got going here.
@cruzgaming6586
Жыл бұрын
What the software you used to make it
@nolifenoble1864
Жыл бұрын
is that walking and running animation just a place holder?
@BoroCG
Жыл бұрын
Yeah, I mentioned it in the previous video, old quick handmade stuff
@CATel_
Жыл бұрын
I'm sorry but, you HAVE to make them do a gangnam style animation, just to to see how it looks, because it'd be amazing.
@itsrobert0076
Жыл бұрын
that monster mf is so cute
@Hamadpro12
Жыл бұрын
hey
@mcchickengrip423
Жыл бұрын
honestly. looks cool but i cant get excited for this game because there are way too many questionable and down right bad gameplay design choices. no matter how good a game looks, if the gameplay sucks, the game is bad.
@janimusicshorts7707
Жыл бұрын
why is the character blurred?
@flame5226
Жыл бұрын
It is done on purpose. It is an effect in the game
@janimusicshorts7707
Жыл бұрын
@@flame5226 yeah i got that after i watched the full video
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