Craig Perko
Craig Perko
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Writing by Choice
Let's talk about writing character-driven choices!
... The clicking is super obnoxious, I think it's the noice-cancel struggling with the AC.
zhlédnutí: 416

Video

Perception of Progression
zhlédnutí 931Před 4 měsíci
Let's talk about how to make players feel like they're able to make progress.
Dragon's Dogma 2 Clip
zhlédnutí 367Před 4 měsíci
My video saying "Capcom's a shitty company but wow, DD2 is fun to play" got a whole lot of downvotes. So let me show you a pretty typical fight. Still, the game is expensive and poorly optimized, so I can't exactly say you should buy it. But the fact that the team put out a fun game while being harassed by Capcom's upper management is incredible.
Structuring Travel in RPGs
zhlédnutí 1,1KPřed 4 měsíci
How is traveling in an RPG different from in other genres? How can we use it? The answer is: abstraction creates distance!
Dragon's Dogma 2 is better than its Steam page
zhlédnutí 612Před 4 měsíci
Let's talk about the bizarre reception Dragon's Dogma 2 got. It took a few takes to avoid talking about the Dragon's Dogma anime, or the fact that all the shit people hate was also in the original. The cash shop? The antitamper? Yeah, the original also had those.
Hide the Foreground! Advanced Masking Techniques in Unreal
zhlédnutí 644Před 5 měsíci
Let's talk about how to dither away materials in Unreal, so you can walk behind and around them. This covers how to fix your shadows, always show the floor, resist camera zooming, and so on.
Syncing Waves Across Multiplayer Clients in Unreal
zhlédnutí 437Před 5 měsíci
Here's a technical tutorial on how to sync waves across clients in Unreal. I couldn't find any documentation on how to do this, so here's my approach. This will allow everyone to have the same Gerstner Waves. This works even with very bad ping, although lag spikes can cause issues.
Multiplayer Sync in Unreal
zhlédnutí 451Před 5 měsíci
Let's talk some basics, since there's interest and I also have to solve it.
Unreal Multiplayer Quick Explainer
zhlédnutí 416Před 5 měsíci
Here's some basic concepts and explanations on how to start developing multiplayer games in Unreal. TBH, the tutorials I could find were all so bad that I feel like there's a few things I'm probably missing. Let me know. I didn't like the other tutorials I could find. Hopefully this helps!
Stretching Character Animations in Unreal
zhlédnutí 538Před 5 měsíci
Let's talk about how to get the most out of what few animations we have in our Unreal projects! Short version: use poses, animation warping, and postprocessing control rigs.
Writing Visual Novels
zhlédnutí 2,4KPřed 6 měsíci
Here's some basic advice on how to present stuff in your visual novel.
Unreal Water Plugin: Wave Height Tutorial
zhlédnutí 795Před 6 měsíci
Here's how you get wave height from the Unreal water plugin. The secret is Niagara and the water input. Gerstner wave video: czcams.com/video/e7nRcC-9-dc/video.html Please note, I forget to mention I set the Niagara system to use world coordinates.
What are Gerstner Waves?
zhlédnutí 1,1KPřed 6 měsíci
Let's talk about the most badly-explained easy concept I've seen this year. Followup: czcams.com/video/ddr912fpH6k/video.html
Player-Generated Content in MMOs
zhlédnutí 557Před 6 měsíci
Let's talk about the structures that facilitate and use player-generated content. Discussing FFXIV, EVE Online, Roblox, SecondLife, Eco, and whatever else I felt like mentioning.
What the Heck is Composition?
zhlédnutí 580Před 7 měsíci
Here's a super basic intro into the concept of composition and composing comic book panels. I find a lot of channels will tell you about some "rule" but not tell you what the rule is even for.
What's a UV Map? Basic Tutorial
zhlédnutí 258Před 7 měsíci
What's a UV Map? Basic Tutorial
The Invincible Editing Techniques
zhlédnutí 683Před 7 měsíci
The Invincible Editing Techniques
Freeform Vehicle Building Game Design
zhlédnutí 610Před 8 měsíci
Freeform Vehicle Building Game Design
Bouncing Off Blender (And Not)
zhlédnutí 275Před 8 měsíci
Bouncing Off Blender (And Not)
Magic Systems!
zhlédnutí 877Před 8 měsíci
Magic Systems!
Stormworks Automated Driller/Refinery
zhlédnutí 298Před 8 měsíci
Stormworks Automated Driller/Refinery
Oil Processing in Stormworks
zhlédnutí 329Před 8 měsíci
Oil Processing in Stormworks
Stormworks Full Rocket Example
zhlédnutí 346Před 9 měsíci
Stormworks Full Rocket Example
Stormworks Rocketry and Space
zhlédnutí 422Před 9 měsíci
Stormworks Rocketry and Space
Switching Engines
zhlédnutí 1,1KPřed 10 měsíci
Switching Engines
Stop Using Unity?
zhlédnutí 6KPřed 10 měsíci
Stop Using Unity?
Ensembles #3: Adding Flavor
zhlédnutí 318Před 10 měsíci
Ensembles #3: Adding Flavor
Ensembles #2: Creation
zhlédnutí 416Před 10 měsíci
Ensembles #2: Creation
Ensembles #1: Overview
zhlédnutí 544Před 10 měsíci
Ensembles #1: Overview
Survival Sci Fi and Using Concepts
zhlédnutí 605Před 11 měsíci
Survival Sci Fi and Using Concepts

Komentáře

  • @dagan_origin
    @dagan_origin Před 21 hodinou

    the show off is very true...

  • @Flav0rful
    @Flav0rful Před 4 dny

    Extremely helpful and simple system. The one I was using before was needlessly complex. This made it infinitely easier to do what I wanted to, thank you.

  • @akleshdahal1506
    @akleshdahal1506 Před 5 dny

    Hi, can you tell me how we can implement it in 2D open world kind of game ?

    • @CraigPerko
      @CraigPerko Před 5 dny

      The problem IMO is the short range of vision on top-down 2D games. You really can't see very far, so the use of road tiles and biome edges is absolutely critical.

  • @smam2669
    @smam2669 Před 5 dny

    I have never related more to anything than that comment about the wikipedia article. What is the point of writing an article that is supposed to give information in a way where people can't get information from it?

  • @metarapi
    @metarapi Před 9 dny

    I feel that entire Star Trek DS9 is what you're describing here.

  • @WAFFENFABRIK
    @WAFFENFABRIK Před 13 dny

    These videos are a goldmine

  • @kirashexenwerkstatt8289

    Thank you for making that video! It helps me so much <3

  • @FPChris
    @FPChris Před 13 dny

    I would love to see a tutorial using this on a VR fullbody character. The VR community is hurting for a GOOD Unreal solution. I'm guessing you could put a sphere in each hand of a third person character to work out the blueprints then later replace the spheres with the VR controller locations ?

    • @CraigPerko
      @CraigPerko Před 13 dny

      It sounds like it's just a typical IK setup. Just create a Vector3 variable for each hand and set it each frame from the controllers, then use that to do IK.

  • @Novarcharesk
    @Novarcharesk Před 14 dny

    One good thing to add could be that for 3rd person games that need this text to appear as you've made it, and then to disappear and return the input mode to game only.

  • @juamibenito2558
    @juamibenito2558 Před 17 dny

    loving all these writing videos! ive been trying to incorporate your outer wilds exploration techniques video ideas into a citizen sleeper/disco elysium esque resource management/skill check narrative-based game where the player might see a screen with a dropslot for any item the player might want to submit, they put in the obvious solution and move on, but they are still allowed to backtrack to that screen, and following exploration techinques, that dropslot actually does accept a secret 2nd solution item which opens up an entire hidden region of the game, would you have any first impressions and thoughts on how to go about applying exploration techniques from a realtime exploration game into a more visual novel kind of narrative game? hahaha

    • @CraigPerko
      @CraigPerko Před 17 dny

      The problem is that the way people interact with the game is completely different. In an open 3D environment, the players can notice something, look at it, walk over to it, judge it in relationship to everything around it - all automatically. A VN has to use different techniques to have the same impact, and I don't think I've ever seen one that does that.

    • @juamibenito2558
      @juamibenito2558 Před 17 dny

      @@CraigPerko oooo that sounds exciting to figure out whether it's viable or not at least hahaha, i imagine players wouldn't want to try every possible combination of item submittals to find the secret, tho good players can pick up the subtler clues to figure it out early, but yea thanks for pointing out the specifics that open 3d has for automatically interacting with level entities intuitively, ill prolly just make a 3d visual novel walking simulator if i cant figure it out but at least the discovering portion will be enjoyable hahaha

    • @CraigPerko
      @CraigPerko Před 17 dny

      @@juamibenito2558 Keep at it!

  • @nhasirduck3500
    @nhasirduck3500 Před 17 dny

    as someone who has mostly focused on art rather than writing this is a huge help for me

  • @niakitten2937
    @niakitten2937 Před 18 dny

    So, just stumbled upon this and while it's maybe not the best it looks freaking cool.

  • @samontiveros1539
    @samontiveros1539 Před 20 dny

    This is so helpful! I'm working on a game based sround old biplanes, and I was trying to think up a way for players to travel without running out of fuel, crashing, etc. It never occurred to me to just use a world map to travel between smaller, malped out areas where action occurs.

  • @sumgue4964
    @sumgue4964 Před 21 dnem

    Great video. Made the gears turn quite a bit and they still are after it ended. Thanks for the food for thought

  • @cristianleoni6852
    @cristianleoni6852 Před 23 dny

    Despite having the possibility for creating interesting situations I believe this approach might be too adversarial for player character, especially when repeated over the course of the game. As such I believe this falls more into the operational side of storytelling rather than strategical level

  • @IdeoHazamaFan3000
    @IdeoHazamaFan3000 Před 25 dny

    Your videos are very underrated

  • @yamiprincess
    @yamiprincess Před 27 dny

    Is it safe to save TMaps instead of TArrays?

  • @nutcrackr
    @nutcrackr Před měsícem

    Hey thanks for this video. I was using the buoyancy system to tell the player when they enter/exit water but noticed it was working properly only about 80% of the time which led to me adding in all this nonsense code to handle the other 20%. Was ready to give up until I stumbled across this video and decided to make something to suit my needs. Made a single particle, updated it based on wave height, then I made a custom blueprint particle and added functionality to get wave height / relative height / set water component / change update frequency, plus event dispatchers for entering and exiting water. Unlike the buoyancy system, it can be attached to other scene components (e.g. meshes / cameras), and was surprised to find it always works and doesn't go "silent". The official buoyancy system seems to only work if it is close to the water, which is annoying but wouldn't be the end of the world if it actually worked properly in terms of leaving / entering water. Anyway I have it working as required now, with one on my first person camera, another on my third person camera, and I know exactly when any of them enters or leaves the surface for my transitions. In the future I may consider building a proper buoyancy system (cuboids) that doesn't turn off when objects start underwater. Since I'm only using a few particles now, it runs fine, but I'm not sure how well it will scale to 8 particles across hundreds of objects though, but at least now I have a some control over it and can tweak it to improve performance.

  • @hyperacid8801
    @hyperacid8801 Před měsícem

    Still to this day a great tutorial. Thanks!

  • @TheBigYC
    @TheBigYC Před měsícem

    What I realize is that my biggest problem with most game I don't end up fully enjoying is this transition from one "chunk" to another. It's a thought act to balance on some games because there is also more things involved, like complex narrative, but getting the right flow between "chunks" should always be top priority.

  • @sis_sos
    @sis_sos Před měsícem

    octTree

  • @_purplewinter_
    @_purplewinter_ Před měsícem

    Lovely to see a new video of yours!🎉

  • @OlgaChvikova
    @OlgaChvikova Před měsícem

    great thoughts, agree with you, but you helped me to formulate this! thank you

  • @huntingghosts
    @huntingghosts Před měsícem

    dude, your mood here is unbearable;) to be honest i don't remember that sequence, so i probably didn't have so much issues with it

  • @AndrzejGieraltCreative
    @AndrzejGieraltCreative Před měsícem

    Also you cant simply arrange things according to intrigue, you must first arrange them acccording to verisimilitude. For example if something is placed for intrigue or to fill space but it might not make sense anyone would build it there or as another example, leave a visible dubgeon unlooted, we cannot allow for that kind of design.

  • @AndrzejGieraltCreative
    @AndrzejGieraltCreative Před měsícem

    How would you say fallout new vegas differs from skyrim in this domain?

  • @seanmenzies1986
    @seanmenzies1986 Před měsícem

    This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)

  • @lee1davis1
    @lee1davis1 Před měsícem

    I thought I had saving figured out until I watched this. I never thought about connecting script references during loading. Thanks for the heads up.

  • @BenHitbox
    @BenHitbox Před měsícem

    Do you know if this possible in a networked setting? Can this be done on a server?

    • @CraigPerko
      @CraigPerko Před měsícem

      Not synced, due to a bug in their timing code. You'll have to find another plugin, fix theirs, or roll your own

    • @BenHitbox
      @BenHitbox Před měsícem

      @@CraigPerko The thing I'm having a problem with is getting the Exporting the Particle Data on the Server. The Server version of the Event Receive Particle Data never triggers, presumably because there isn't any data to send. On Client, this setup is working

    • @CraigPerko
      @CraigPerko Před měsícem

      ​@@BenHitbox Even if it did work, it wouldn't be synced up at all with the client data.

    • @BenHitbox
      @BenHitbox Před měsícem

      @@CraigPerko Probably, I was curious to use some of the Clock Sync methods to get things as close as possible.

    • @CraigPerko
      @CraigPerko Před měsícem

      @@BenHitbox Unfortunately, the default plugin ignores any attempt to adjust the time.

  • @phineasfacingforward3460
    @phineasfacingforward3460 Před měsícem

    Very interesting, thank you!

  • @kos8765
    @kos8765 Před měsícem

    nice ty

  • @Sluggernaut
    @Sluggernaut Před měsícem

    Did you get past this? There is a pretty fundamental misunderstanding here with what an Actor is, adding multiple meshes to an actor and more. Hope you're doing better getting used to Unreal Engine

  • @xjuliussx
    @xjuliussx Před 2 měsíci

    i think i invested 1 month equivalent of hours to search and mark the assets that i would need as a hobbyist.

  • @borb5353
    @borb5353 Před 2 měsíci

    this can be turned into a program/algorythm i can imagine. procedurally generated worlds dont have to be boring and random and directionless. using these lanes you can plant different teachings and lessons about your game along the nodes, not just different gameplay, that build upon each other like in a handcrafted experience. imagine a world that feels handcrafted but isnt and just has handcrafted-grade theory programmed into the world generation. there is no looking up secrets and tricks on the wiki because every world is unique and truly personal that you have to explore completely by yourself

  • @CrashOverStore
    @CrashOverStore Před 2 měsíci

    You can also use the asset I have developed. It is in ue marketplace called "advanced typewriter effect". The demo showcase is in my yt channel :)

  • @peachlingg
    @peachlingg Před 2 měsíci

    LiS is the game that introduced me to the amazing world of the story-rich/choices matter genre. I recently decided I would try making some (much smaller) games. I am so deeply enjoying this series and listening to your thoughts. Thank you so much for the time and effort you put into this series <3 Grateful to learn many lessons from you.

  • @dusknone
    @dusknone Před 2 měsíci

    the cops outside lol

  • @JasonWall-nx7dv
    @JasonWall-nx7dv Před 2 měsíci

    Hey i know this is unrelated but it be cool if you started making stormworks videos again with all the new mechanics out

    • @CraigPerko
      @CraigPerko Před 2 měsíci

      Sorry, that seems unlikely! But I hope you enjoy playing it!

  • @TheMetaEducator
    @TheMetaEducator Před 2 měsíci

    nice vid man!

  • @itsmakar2412
    @itsmakar2412 Před 2 měsíci

    3:44 is they removed this? In 1.11.0 gearboxes can't be overloaded

    • @CraigPerko
      @CraigPerko Před 2 měsíci

      Probably, this is years old.

  • @cjaychristiansen9466
    @cjaychristiansen9466 Před 2 měsíci

    Now I just need a little advanced ply

  • @matejamilenkovic5584
    @matejamilenkovic5584 Před 2 měsíci

    i spaced them out by 1 block and it did not work lol

    • @CraigPerko
      @CraigPerko Před 2 měsíci

      This is an ancient tutorial, presumably things have changed.

  • @Sleepingcrusader
    @Sleepingcrusader Před 2 měsíci

    You've opened my eyes to the fact that I can remove the text box and have the players forcus on the visuals instead.

  • @philbertius
    @philbertius Před 3 měsíci

    This was already VERY helpful! I can already imagine a number of ways of constraining dynamics, e.g. late game, player chooses the dungeon but each dungeon requires a specific party. Or having characters dip in and out of the main story for plot reasons (though that can present other challenges.)

  • @philbertius
    @philbertius Před 3 měsíci

    To add, I think what you’re describing maps onto what many would call “pacing” without really understanding it. I also found it insightful that you were able to take Pokemon and analyze it through a lens more foundational than “the Pokemon,” i .e. connected blocks of content. Great stuff! Looking forward to the next one.

  • @philbertius
    @philbertius Před 3 měsíci

    Interesting to hear Megaman broken down as though from a child’s first impression, rather than from my meta-gaming-ass perspective when I first tried it in high school. Gotta factor in cultural knowledge as well - “everyone knows you start with Chill Penguin!”

  • @philbertius
    @philbertius Před 3 měsíci

    Glad I watched this. The protagonist of my space game is going to have a limited teleportation ability, so keeping some abstracted travel required will help serve as contrast, I feel. I probably need to do whatever I can to prevent it from feeling like “quick travel.”

  • @PM-hc9ib
    @PM-hc9ib Před 3 měsíci

    Thank you so much! It was so helpful. The concept is relatively simple. Why couldn't Unity manage to include this information properly in their documentation?

  • @QuaidTseng
    @QuaidTseng Před 3 měsíci

    Yeah it took me couple days to find out that "global" isn't "world"

  • @RobertMartinTheGreat
    @RobertMartinTheGreat Před 3 měsíci

    I can't get mono developer to install do you a video on that