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The Game Dev Cave
Netherlands
Registrace 12. 11. 2018
I REGRET Trying to Make a Souls-Like
Let's take a look back at my game's development. What initally started as 1 thing, has evolved and changed into something much different. sometimes that is good... but sometimes, you very much have to stick to a vision... which is not something that I've done in this project, and now... it is time to pivot before it is too late!
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Check out skillshare and get 1 month free : skillshare.eqcm.net/TGC
Join the discord for any help you need! : discord.gg/24cdJBP
Join this channel to get access to perks:
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support the channel and development over on patreon : www.patreon.com/thegamingcaves
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zhlédnutí: 724
Video
Texture Variation - Unreal Material Course #13
zhlédnutí 336Před 22 hodinami
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : czcams.com/video/Ocdd7rvDNec/video.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams....
EXPLAINING Unreal's Object Reference VS Class Reference!
zhlédnutí 740Před dnem
The Different types of References are a point of confusion with a lot of new unreal engine users. Soft/hard references? objects and classes? Today we'll take a look at the blue Object references and the purple Class references. What both of them do, and how to use them. Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams.com/channels/ZDq...
Distance Fields - Unreal Material Course #12
zhlédnutí 377Před dnem
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : czcams.com/video/Ocdd7rvDNec/video.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams....
Fresnel - Unreal Material Course #11
zhlédnutí 337Před dnem
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : czcams.com/video/Ocdd7rvDNec/video.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams....
Unreal Engine : Outlines WITHOUT Post Processing
zhlédnutí 909Před dnem
Cartoony games usually require some sort of outlines around your characters, environments and a whole bunch of other objects. A while ago i made a video on a post processing effect to do this with. Today, let's take a look at a somewhat cleaner, if not more expensive way to get outlines. Project file downloads: CZcams members: czcams.com/users/postUgkxpGiDObHo0SqSdQJSZPb1gY-qNlXyfhsi Patreons: ...
Sine and Time In Materials - Unreal Material Course #10
zhlédnutí 298Před 14 dny
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : czcams.com/video/Ocdd7rvDNec/video.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams....
Height Lerp - Unreal Material Course #9
zhlédnutí 416Před 14 dny
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : czcams.com/video/Ocdd7rvDNec/video.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: czcams....
Custom Primitive Data -- Unreal Material Course #8
zhlédnutí 402Před 14 dny
Custom Primitive Data Unreal Material Course #8
Inventory Course : Bonus video - Replacing drag drop with Clicking
zhlédnutí 363Před 21 dnem
Inventory Course : Bonus video - Replacing drag drop with Clicking
Material Functions - Unreal Material Course #7
zhlédnutí 229Před 21 dnem
Material Functions - Unreal Material Course #7
I Worked on This Bossfight for 3 MONTHS! Here is the Result...
zhlédnutí 547Před 28 dny
I Worked on This Bossfight for 3 MONTHS! Here is the Result...
Material Param Collections - - Unreal Material Course #6
zhlédnutí 205Před měsícem
Material Param Collections - - Unreal Material Course #6
Unreal Save Slot Meta Data - Showing Save Slot Data Before Loading
zhlédnutí 278Před měsícem
Unreal Save Slot Meta Data - Showing Save Slot Data Before Loading
Vertex Colors - Unreal Material Course #5
zhlédnutí 414Před měsícem
Vertex Colors - Unreal Material Course #5
Material Instances - Unreal Material Course #4
zhlédnutí 483Před měsícem
Material Instances - Unreal Material Course #4
How to make Multiple Save Slots in Unreal
zhlédnutí 597Před měsícem
How to make Multiple Save Slots in Unreal
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
zhlédnutí 325Před měsícem
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
zhlédnutí 512Před měsícem
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
Render Camera to Texture in Unreal Engine
zhlédnutí 573Před měsícem
Render Camera to Texture in Unreal Engine
Explaining Unreal Material Outputs - Unreal Material Course #1
zhlédnutí 462Před měsícem
Explaining Unreal Material Outputs - Unreal Material Course #1
Unreal engine Inventory Course - FREE Full Course
zhlédnutí 1,9KPřed měsícem
Unreal engine Inventory Course - FREE Full Course
I Spent 12 HOURS Developing My Game and THIS is What Happened...
zhlédnutí 528Před měsícem
I Spent 12 HOURS Developing My Game and THIS is What Happened...
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
zhlédnutí 1,5KPřed měsícem
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
zhlédnutí 2KPřed 2 měsíci
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
Unreal Engine JUST made Animation blending TOO EASY
zhlédnutí 4KPřed 2 měsíci
Unreal Engine JUST made Animation blending TOO EASY
Unreal Inventory System Course - #12 Shop Buying and Selling
zhlédnutí 474Před 2 měsíci
Unreal Inventory System Course - #12 Shop Buying and Selling
Using Video Textures in Unreal Engine
zhlédnutí 522Před 2 měsíci
Using Video Textures in Unreal Engine
Greetings. I’ve been watching you for a while. I’m working or rather, we’re working on a game implementation. What a multiplayer Rougelike ‚inspires with a bit of fall guys and is a little dark souls inspired and from many other games. We are a larger group is now six people in number. Some of us take this as a hobby project and some as a ‚life task‘ I would be happy to tell you more about it if you are interested and maybe there will also be questions that apply to answer. Greetings from Bavaria (Germany)
The entire time during the custom rig, I'm just wondering: where's its face? Thank you so much for this tutorial, though, and sharing your knowledge! Such an amazing add on riggify is! I'm sure I'll be using that along my Blender learning journey.
this dosent work for me.
I'm making a souls like game too. 😅
Making a Souls-like atm (although recreationally). My solution is to start off with animation asset packs from creators who have good base animations like WEMAKETHEGAME that have weight in the strikes. I can then tweak these animations by stretching out parts to emphasize windup, impact and follow through. Seems like you're going for doing everything yourself, which is intense. Respect! One day I'll learn Cascadeur and learn to create some animations myself 😬
Dude massive respect for creating all these things yourself. I also agree with you about soulslikes needing incredibly polished animations and enemy AI in order really look and feel good. And those two things also need to go hand in hand in order to work. I feel like a hack-and-slash is a bit more forgiving in that aspect. The animations still need to be pretty good, but I think you're going to need far less, since imo a soulslike also needs way more enemy variety than a hack-and-slash. And with every unique enemy you need unique animations for that enemy to be exciting. I enjoy both genres and have tried creating a tiny soulslike myself and quickly found myself overwhelmed by how much didn't go to plan lmao. The game I'm currently developing is much closer to a hack-and-slash, which overall seems more accessible to me personally and also more fun, because progress feels easier to make and individual encounters don't need to be as tightly balanced. That's obviously just my experience, not an objective fact. Though it's still a ton of work either way. Let's be real though, indie dev is like having 10 jobs at once, so playing to your strengths is key. Nice video dude!
The truth is you will need animation ether way. :( The good news is though AI animation is just a few months away. Which is something I can't wait for as I am to trying to make something like a souls like game as well and while I can do everything ells including particles I just suck at animations lol.
you need animations either way yeah but the is a huge difference in the detail of the animations needed. if youre doing slow readable animations, the animations need to actually be good, well crafted and follow a bunch of artistic rules that, i know they are there i just suck at implementing them With hack n slash you need to animate your attacks still but they dont need to deliver nearly as much animation since theyre not the central gameplay mechanic and there is a fair bit of effects covering up any rough bits of the animation.
Doesn't work. But thanks : )
Dude you just want to work on something a bit more abstract and experimental, something set in platonic space or something -- even if that means niche
it's not so much about having a wide reach vs being niche, it's more about playing to my strengths and avoid things i'm bad at
@@thegamedevcave Precisely, here's a challenge: a game that would be made only of special effects (spawned on skeletons for the player part)
@@flymacseamus3474 i did see a game dev do a video like that a while ago, where everything was a particle system. it's kind cool actually, i might try it as a practice run to improve my VFX skills.. good idea! thx!
@@thegamedevcave Hope that ends up in a set of videos!
Animating is pretty difficult, though.
it really is :(
I've come to the conclusion that game genres are nonsense - kind of like music genres. Every game you ever make, no matter how different from each other, will invariably be referred to as either Soulslike or RogueLike, I guess because these are words that people hear a lot, so they just repeat them with no rhyme or reason.
a genre is mostly just a combination of mechanics. like "roguelike" for instance. that could be the binding of isaac, a bullethell dungeon crawler or slay the spire... a card game. Roguelike itself only describes the format of a game, it by itself is meaningless but when we describe slay the spire as a "roguelike deckbuilder" now we have communicated the basic needed info about this game to let people know what it is about. of course not with all the ins and outs about how the game functions. But someone who has never seen the game, will now know roughly what to expect. Genres are a marketing term, not a game design term (for the most part) I'd say. they're used to communicate and often will need more than 1 genre label to really tell you much about a game!
Thank You!
who hasn't thought about making a soulslike after playing a fromsoft game.
i honestly dont even like souls games very much personally to be honest XD (well, i like parts of them)
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No matter what I do I get the error below. I know that its telling me that is is trying to access something that is set to none but I am having trouble fixing it. This started after I created the UI. Please any suggestions would be greatly appreciated. Blueprint Runtime Error: "Accessed None". Node: Branch Graph: ForEachLoop Function: Execute Ubergraph WBP Item Grid Blueprint: WBP_ItemGrid
Apparently just checking if it is valid and setting the rest to execute on true fixed the issue.
You are the first tutorial to actually explain the senses of why you need to configure WASD in that certain way,
Sheeeesh… thanks! ❤
If this was a soulslike game it would be way easier lol, as simple as get the player location and walk to the player and stop 1 meter of distance and perform random animations while constantly rotating in the player direction wait 1 second or 2 depending or the phase, go the other side of the platform and perform a full scale arena explosion and repet the process again, if player spam attacks you evade or block or animation with hit kill him and repet the process lol.
actually got a video coming in the next couple of days that touches on why soulslike is very much not like that. SoulsLike AI is actually a fair bit more in depth than you'd imagine at first glance. as with anything, getting something roughly done is pretty easy, as you say : just a matter of walking to the player location and playing an animation. but then taking that rough idea and refining it into an actual gameplay experience is where most of the time and effort comes in.
@@thegamedevcave I doubt that, it is basically a lot of long wellmade animations, sure some enemies are more advanced because they extend the same player controller but most bosses usually are that dumb.
i have two decals - one i can put on stairs and it only shows on the flat surfaces - the other, and most, it stretches on all vertical surfaces... Any idea how the first is accomplishing this. I have tried comparing all thier parameters and cant figure it out
Who writes all this code!
Simply and easy! But I don't get why it perfectly works for me in first case than manually select and get array of bones but don't work in for each case :)
Nice tutorial about the hand IK, really learn a lot from the video! My question is how can I further learn to rig different parts of the human body? Is there a standard way that applies to most of the humanoid character? How do you figure out this way to rig the character's fingers or other parts? It would be great if you would like to share you opinion, overview and experience of learning the rigging stuffs. Great video!
The information seems like it would be useful, but unfortunately, there are far too many times where the narrator just flies through what he is doing without explaining. Windows pop up with no explanation. Demonstrative pronouns are used way too frequently. It would be far better to actually hear WHAT thing you are actually referring to, rather than "this", "that", "it", or "this one." For example, it is impossible to follow what is being done at about 3:50. What are you doing to make a playlist. I have no idea, and cannot re-create it. I don't know what "we can just add this one to it as well now" means. A save as window appears for a second and you save what?
SOLUTION I was having trouble with a specific part in the video. When I clicked "Add event" in the animation, nothing would happen. It was like I couldnt edit the animation, and thats because I couldnt! Go into the animation file and click on the triangle, then duplicate it. Now replace the animations in the animator with this triangle and bam, you can edit it.
Do you know how to modify the speed of a spline?
I don't have with automatic weight option😢 please anyone tell me how to get this option!
Thank you so much!! i watched so many videos and i get getting confused but this helped me out so much
i tried it several times before. and i try it now. It just doesnt play the video when i begin play
it comes from object oriented programming languages, which all have these concepts: class is the declaration of objects that you create (instantiate) when you run the code. so the class is the blueprint specification for one or more instances of objects based on that class blueprint.
yeah i imagine that's where the word blueprint come from too, because a class is a "blueprint" for what an object should be like. Clever naming on epic's apart, makes it a little confusing to explain though XD
Subscribed.
Great content. Just what I was looking for.
I created the project in the "Third-Person" pre-made, and I can't find the PlayerController. So, I got the bright idea to simply copy-paste the input codes from the engine's pre-made player character's input code onto the newly made player character. Compiling is taking ages and I'm not sure of that even works.
compiling taking a long time is strange. because if it doesn't work it should just give you an error (very obvious red text). but yeah i'm sure that copying character's code into a newly created character is going to result in a few issues
@@thegamedevcave I believe the main culprit is that the BaseplayerCharacter I'm tinkering with doesn't have inheritance to the "Character" class which the built-in PlayerCharacter has.
@@StonegazeSteam how did you make this class? If you make it in engine through “make new c++ class” and chose character (or any child classes of character) from those menus it should inherit from the character class. You can see the parent class in the .h file at the start of the actual class so it should look something like this Class baseplayercharacter : character { **Class code** }
@@thegamedevcave I just realized that ThridPerson doesn't have a pre-made PlayerController, so I'm just making it now. Hope it works.
@@thegamedevcave I'll just take the L and re-do the project under the Top-Down premade.
How can I integrate this with ctrl rig? I have a ctrl rig set up but the rig moves all bones, which isn’t what I want, whereas IK ctrl has the set up structure I need but I have to animate the rig
this IK rigging is mostly what is used to retarget (or at least, it was before auto retargeting become a lot more powerful in recent updates) this is separate from control rigs. here's a video about control rigs ": czcams.com/video/xrZmMI1gk_E/video.html and a video about the new modular control rigs in unreal 5.4 : czcams.com/video/JsG2brGlevo/video.html
this is my favorite UE Tutorials channel
Thanks!
your a hero, first time I found a video mention custom object channels. Just what I needed.
Glad I could help!
If an object exists in memory and you perform a "successful" cast (hard cast) it will have no ill effects because the object is already loaded into memory. that makes sense, but the part that confuses me is why is it bad to have a Cast just laying around, you could have as many cast as you want and there will be no negative side effects because it is already loaded in memory...unless each cast actually creates a copy of the object it is casting to in memory. Each time you cast you have to create memory big enough to hold the object. Or maybe we are talking about two different types of memory: RAM and ROM(Disc) memory. maybe a Hard Ref will place an object in RAM even if you might not want or need it there yet resulting valuable recourses being unnecessarily used. I am still not sure; could you explain Hard and Soft reference as the relate to RAM and Disc memory?
The issue is that hard references will ALWAYS keep the asset they’re referencing in memory, even if no object that uses them exists. So if you have a blueprint that has a hard reference to another blueprint that only appears in certain situations (like a specific level, only a handful of times in the game), it will now always be around in memory regardless of an object of that type actually exists. If you’re making a small game, that’s probably fine but this issue scales up pretty quickly… before you know it you’ve hard referenced so many things in so many different blueprints, you now have half the assets in your game loaded at all times, making your game use dozens of GB of ram.
thx, useful for sure.. (pls highpass your audio before upload to avoid the keystrokes sub frequencies destorying my woofers)
Thanks, will do!
I'm having trouble getting the inSight / inAttackRange checks to work apparently due to the Physics.CheckSphere functions and possibly the masks (otherwise everything is working well). Does this still work in the newest versions of Unity? It looks like the layer mask (playerLayer here) is actually ignored according to the documentation, not checked, and that OverlapSphere checks the specified layer mask rather than CheckSphere
super useful thanks!
Glad it was helpful!
She still doesn’t move. But could it be because I imported my sim and not a normal object?
I'm trying to understand the block tag part. I have it set up where the enemy has a damage player effect class and the target blocked tag is player. Invincible, so whenever the player receives damage they get a short time of invincibility. But my player still takes damage for some reason. The invincibility ability class even has block abilities tag event.damage.
what you explain sounds like it should work. How are you applying the tag? as part of an invincibility gameplay effect? that would be the recommended way to do things I believe. Make an effect that applies a tag to the player, and set that effect to have a duration, that way it will apply the tag, last for X time and remove the tag at the end of the invincibility effect.
@@thegamedevcave Yes that's how I have it set up
@@wildbard4112 if you have discord, you can join the server linked in the video description so you can provide some screenshots, i believe based on what you've told here that it should work, but maybe there's an issue elsewhere that might be causing problems. It's hard to diagnose issues without seeing the blueprints themselves
@@thegamedevcave Ok I'll do that when I have the time
@@thegamedevcave It appears the discord invite is invalid for me.
Question: would you recommend substance painter, or are other options like Mixer also good as free alternatives? I know painter is the best software for texturing but with the price and their TOS there are a lot of problems...
it is the best software that i am aware of. Mixer seems pretty good for the most part though as a free alternative. As far as their TOS goes, it's worth double checking yourself (in case you haven't yet) what subtance's TOS says. there's been a lot of bad stuff coming out around adobe's TOS but as far as i understand that's centered around the creative cloud package mostly. It's entirely possible that substance operates under another TOS. (you can just straight up buy it on steam for instance, which isn't possible with other CC applications, so i imagine there might be more differences.) Now, even if the TOS for substance isn't as batshit insane as the rest of CC, of course it's worth considering if you want to give adobe money or not. If you're working professionally, maybe look into mixer if you want to avoid adobe. If you're working just on personal projects... I mean i would never advocate for anything illegal... but i hear sailing the high seas is rather pleasant this time of year...
Hi! I'm just starting to learn how to create games and I had a question in the video "How to Make Circular Progress bars in Unreal Engine (Round HP bars)." I can't figure out how to get blueprint to read the game data and show it. Could you share a link to a video where this is explained in detail?
Hello!I'm just starting to learn how to create games and I can't figure out how to get blueprint to read game data and show it. Could you share a link to a video where this is explained in detail?
might be worth your time looking through my unreal basics course playlist to get a decent grasp on fundamentals first :) czcams.com/play/PLoReGgpfex3x295NSo3hZD6Ylq6hPqdz8.html
@@thegamedevcave Thanks
Can Distance Fields be used to safe CPU or GPU resource? I'm looking for a resource optimization series
very much depends on what youre trying to save on honestly. As so often with optimization, context is key. there usually isn't a single "make it better" button. but in general distance fields are fairy well in gpu performance yeah. You optimization will often come from limiting draw calls, not so much from optimizing a few nodes and functions inside a single material. (within reason)
can u pleas make a video how to rotate the brid when its falling down <3
Hum, hum Thanks for this video! My character keeps falling. Should the BP be in the persistent or in their levels?
player character probably best to be persistent
@@thegamedevcave Ok, ok it's my bad, i forgot check "Make Visible After Load" in BP Level !