Animations and Multiplayer Architecture - Sapiens Devlog 45
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- čas přidán 20. 02. 2020
- Wishlist now on Steam! Link is below.
I've added a number of new animations to Sapiens over the past couple of weeks. In this video I go behind the scenes to show my process and workflow for creating animations and importing them into my custom engine. I also talk about multiplayer, a new happiness meter which influences behavior based on needs, and where I'm heading with relationships and behaviors between individuals.
In Sapiens, evolve your primitive hunter gatherers through thousands of years of technological advancement. Feed, protect and grow your tribe, build towns and industry, and advance through the ages in this first person civilization building god game for PC. Play with your friends in co-operative or competitive multiplayer, all on a procedurally generated planet larger than Earth.
Original Sapiens Theme Music by John Konsolakis, www.johnkonsolakis.eu
Wishlist on Steam: store.steampowered.com/app/10...
Sapiens website: playsapiens.com
Follow on twitter: @playsapiens or @majicDave
Sapiens Discord / discord
Mod development repository: github.com/mjdave/sapiens-mod...
Developer website: majicjungle.com - Hry
You could add a trait for obliviousness: a sapien will try to be friendly even if the other hates them
Basically making me in sapien form
The traits will be a fun and easy thing to mod. I'm looking forward to all the psychology you could do in this game
@@brettgoldsmith8584 "So, let's start with your day, Mr. Liktu" "Urgulabunga Bunga-Bungaler!"
I'm joining the navy this year, my minimum service period is six years. So even if it takes you that amount of time to complete i'll still be waiting and supporting!!!!!
The behavior traits sounds interesting. I think altruism and teamwork would be a nice emergent behavior; you see your friend carrying logs and decide to help them. Doing so increasing your bond with that friend. Also might take the strain off the player as having a tribe with good friendships will increase build times.
Dave, I'd just like to thank you for such incredible content - the game is great, your devlog commentaries, explanations and rationales are super interesting, and the overall production value of these videos are amazing. Thanks so much for continuing to release these logs and inspiring a whole community of current and future game developers. I wish you all the success as you continue your journey with Sapiens, and I'm really looking forward to its eventual release!
They should rest near each other, looks odd them just sitting around on thier own, great work btw, i'd love to learn!
Getting this notification makes me so happy... So inspirational
I think the animation for getting apples or branches is to hit the tree with a stick and the tree to shake and the items to fell. Now it looks like magic if tree is too tall.
P.S. You are the only youtuber I clicked this bell button. You are my inspiration to code
Hey Dave, i just want to say that your work is really inspiring, and makes me really want to get into game development, or any kind of programming to be honnest, but still, game development is the one that sort of calls to me. In any case, keep doing what you are doing, and never change the format of your videos. I am sure a bunch of us appreciate that you get in depth on how some technical things work, like multiplayer and so on, these parts are always appreciated !
It's not always evident how a simple change in camera perspective can drastically change the way you interact with objects in the game world. You have to completely change the way you detect objects, and in certain cases it makes that logic a lot more difficult or completely incompatible with something you did in first person.
5:52
I think you can actually keep this variant of animation for elder people 🙂
damn you made blockheads? i played that game for years. definitely an underrated game. thanks man
i really like the "running" animation, because it looks like the way you'd move quick-ish across larger distances, as opposed to sprinting across short distances.
11:00 good point
multiplayer architecture: real nice job. how do you handle race conditions between clients though?
relationships: that makes a lot of sense and reminds me of the sims 2 (in my opinion the best sims, especially with relationships). the short and long term moods allow you to e.g. be mad at your child/spouse/parent for a while, but still having a strong long-term relationship that doesn't just disappear because you had one argument.
on that note, the needs system reminds me of the sims as well, i always felt that game could build satisfying gameplay from those simple mechanics. I think you're on the right track there.
Love the amount of details and explinations you give, nice getting an understanding of how development might work! Great work, keep it up :)
Love the little bug in the top left when he was describing networking on the whiteboard
I've been watching your devlogs for a while and I just now realized that you're the guy that made The Blockheads!!!
I’m not an expert on this, but I have a few suggestions that are purely gameplay wise. When playing a game such as say, breath of the wild, you may begin to notice the sheer amount of features, like spreading fire, heat rising, heat and cold, and lightning. These are absolutely amazing in games. If you can add some minor things that make the game feel sort of alive and always changing, here are a few suggestions. First off: dry season, fires have a chance of spreading in dry plains, not near houses. Second: trees, if there’s one thing trees do, it’s grow. Make trees occasionally pop up, and maybe a few stages for trees, such as ancient trees that can fall over and die. Third: NPCs in weather, maybe they go inside in rain, or play outside if they’re children. Fourth and finally: temperature, clothing, being inside city limits, or fires can affect the Sapiens temperature. Thanks man, looks amazing.
Love it, you should add some up and down movement to the animations though. Or some sideways wiggle to make it look less stiff :)
Nice progress. Keep up the good work. A note on the running animation: When running people tend to bend their elbows and have their forearms and hands closer to their chest than their thighs.
Just refreshed my CZcams, and this is here. Made my day!
It was very interesting to see the technical details behind state change. Thank you!
When you were describing bond it seemed more like trust to me
amazing video i really hope i get to beta test
it's sooo good to see your progression with the game! Really relaxing and very informative ;)
I love getting notifications to watch your new uploads. So keen for this game.
I like the game you're making-- and I really like seeing the way you're making it.
I think a way to make them more livily is maybe giving them a voice like when they pass someone they say hello but in their own language (Like the sims)
My favorite notifications :)
Great video - new animations give a lot more character to the game as a whole!
Walking looks near perfect, woah.
Very good call on the top down view, glad you're keeping the game's integrity in mind and not caving to incompatible requests
majic dave must really be magic to make his hair disappear like that "wingardium male-pattern baldness"
I definitely enjoy your technical explanations.
Love the content 👍👍 beautiful office too
im really pleased with how this game is coming along. and the bond mechanic you created is really good in my opinion.
With multi select I’m not sure if an answer has already been provided but why not something like in blender,
1. Activate multi-select via button or hot key
2. Cursor appears and then select by dragging with a box
3. Move camera to better deselect or select additional items by holding down right mouse button (optional toggle?) and then using wasd while looking in the direction you want to move.
Hardest part would be unwanted items but perhaps click while in this mode to make it selectable thorough multi-select.
Just a rough idea but considering everyone else is sharing theirs I thought I might as well share mine.
There are few videos that excite me more when I see them on my CZcams feed. This project is so inspiring. :D
I like this format of video where you include some more technical stuff. I really like that you were explaining your code on a simple level. Love the progress. Keep it up!
Really excited for release, the dev blogs are really good too.
I really liked the part about the technical background of the network model. I wouldn't mind seeing more of such things :)
these are so satisfying to watch
Watching videos like these are very inspirational.
Awesome work Dave! 😃👍
Such great progress!!!
You could use their personality traits, moods and bond levels to calculate the rate in which the social interaction contributes to their aquaintance. Maybe some traits like small eater and big eater conflict, making them less likely to appreciate each other. Using their current status like well-fed or starving could also makes them realistically hangry :)
Love the animations, its very inspiring!
"it's been on my todo list for a good couple of years" xD
Often ancient tribes would build a hearth at the center of the village. Maybe you could set a village center with something similar, and then the sapiens could gather around it to rest/sit/eat or do other stuff. Might also be nice to have a designated village starting point
This mood mechanic reminds me a lot of the game Rimworld, one of my favorite games ever. I think this certainly has a lot of potential.
I’ve been meaning to get the game, but never bought it. can you give me a summary of the game? id love to play it but im not sure
could you add some other way to view the bond level other than a number? also I think a loyal trait and a distrusting trait would be pretty cool
Keep up the awesome work!!!
This is dope! Reminds me of Black and White but a little more hands on. Good luck to you sir! I also just started my new game dev series hopefully all goes well!
Yay! Animations! I’m excited to see more, like idle animations
Oh wow I loved the Blockheads! I had no idea I'd ever hear them mentioned again hahaha. Really great game :)
Game looks awesome, I'm curious to see how far can the humans progress technologically. Also, I have an idea; a tribe member could check his surroundings (or something) when doing a task, like picking apples. And if there's for example a stick near by, there's a chance they pick it up and use that to reach the apples giving them a speed upgrade to perform the task. And they could teach it forward. This could also lead to them having a walking stick and thus, a stick to help with other tasks if they roll the die successfully again. This way the whole tribe might adopt some customs that you never see in other playthroughs since there might be different ways to boost the tasks, like carrying a stone and throwing it at the apples instead.
8:03 "Reticulating Splines" hahah happy to see you sneaked that one in!
Will the climate effect the activity and needs of the sapiens?
I can't wait to see this game in a couple of years.
Looks good Dave!
Wow - you really re-frame what one person is capable of!
Could you make a video on the soundtrack? I would like to see what twist you put on it, because most games end up sounding like sim animals.
bruh i thought you time traveled for a bit
Love the office!
Thanks for explaining this the top down thing, As soon as you did it before you even said anything I thought "Oh that's bad cause then he might as well have the whole game like that)
Didnt see this till now!, SO EXCITED
It could be cool to have a hotkey that turns off all the UI elements so players can just admire the beautiful world you’ve made!
I like the multiselect thing, it's one of the best ones I've seen.
Sapiens! I love this game!
This game looks awesome
Woke up just to watch this
Bro, your walking animation and transitions in between animations is incredible. Better than any motion capture a AAA studio has ever done, seriously. Explanation video? :o
Im so buying this once its out
Looks great 😮😮😮☺️☺️☺️👍
I love these
Can’t wait!!
I have a suggestion: some sort of tribal wars event. Maybe a big group rather than just one sapien could try to steal food from your tribe at a time, like as if they are a whole tribe. If one of your sapiens notices them, then they start a war with them. It would be fun, I think. Two tribes with spears and bows fighting it out for food.
A cool interaction could be that they have to work together to accomplish certain tasks. Maybe some objects have to be carried by two people.
Thanks for these videos, Dave. I can't wait to play the game. I've learned so much about game development following you. One thing I wanted to ask about was how much control you have with the variability and density of assets like trees, grass, and rocks. The game is looking amazing but I'm wondering if you've tried to push the engine by temporarily doubling the number of trees you generate. Or thickening the grass.
I think you're progressing well. Other games I've played had no movement animations at all, the 'people' would slide over terrain like a mannequin. It was a bit eerie, but also quite amusing hahaah
Love the updates - I think I enjoy the devlog more than I would the game. The journey is what's more interesting.
However, I had a thought while you mentioned being "only one person" as opposed to a AAA team. Could you imagine Sapiens if it did have a massive team?! It would kick so much ass. I'm imagining highly realistic people animations - with a vague ape-like nature.
Looking forward to the next video!
Animations are looking a lot better. Great work!
Out of curiosity, how do you handle animation over varied terrain? Is is possible to interpolating the key frame with the general angle of the surface?
(Sorry, I might be using the wrong terms here. But I hope my questions makes sense.)
is it possible to make kingdom's/cities and have tribe war's?
wars*
@Lance Anthony That's not an obvious autocorrect mistake, though, autocorrect wouldn't just add an apostrophe like that.
He said we’re not gonna get any city builder features. At least from the common rts too down side of things
Damn youtube finally wasn't late on daves videos.
Incredible how long you have been working on this game all on your own. I could never do that.
Great work Dave! Keep it up. I am very fascinated by how you are driving the animations with the code just using key frames. Is this how other engines drive animation? Where can you learn more about doing this?
Hi Dave, I follow your devlogs quite a while now and want to thank you very much for making them. You and ThinMatrix make me remember how I fell in love with making games and push me towards continuing this lovely activity as soon as time allows.
I really liked your explanation of the server client architecture and would love to see such details more often. My question is: how do you make sure that client and server are in synch? Do you send a hash (and what if that hash gets corrupted in transmission)? And how does the client know to which status the delta has to be applied?
I would love to hear back from you. Anyways, thank you very much again and keep up your hard work! Best regards from Germany
How long will the tech tree be? Will the tech tree open slots based on achievements or another factor? How advanced will the tech in the tech tree get?
Hey Majic Dave! Unmajic David here. I really love these dev videos. Your consistent hard work and good attitude are really inspiring to me!
I had a couple of thoughts that I hope won’t be too off-base. First, I really like the multi select tool you ended up with and I get why you picked it. However, giving the tool more of a mini-map feel by adding things like buildings, water, tribe members, etc. could help add a sense of relative location and physical distance to the tool. Not sure if that would be difficult or add too much visual clutter, but I think it might help.
The other thing has to do with animations. I noticed in your front-facing camera shot that when your arm swings forward it also swings in toward the center of your body. Is this an axis of rotation that you have in your models yet? If not, I think it could really help make the movement feel more intuitive and natural. Other than that it’s starting to look great!
This game looks amazing by the way. Can’t wait to play it some day!
Sorta sad that we’re not gonna get any top down city building stuff. But it is your game, very unique indeed! Maybe some modders will take on a different approach.
Can you tell us what app you used to make 3D models morals and animation please
Thanks Dave, all looks interesting. AndyfromNZ here by the way..
Maybe some bushes? What a bizarre "forest" you can see so far :D
This is soooo good! :D
Is there some kind of tech tree planned, with paleolithic skills? Like weaving, sewing, fishing, boatmaking and so on? It would be cool to have different lithic cultures represented for upgrades in tools and stuff. Perhaps with different things useful/boosted depending on the biome you're in? What do you think about it?
Also, I'm not sure if you get enough kudos for the music - it's perfect! :)
Just a quick question, will there be combat in the game? Like, between sapiens.
I think you should do something with the ground. Foliage and the ground color are the same.
I liked the technical explanations on paper (im programming myself)
As a runner I noticed something that could be touched up in the slow running / jogging animation. I think the animation might look a little more realistic if you keep the elbows bent more with the forearms closer to the chest in more of an L shape. If you want reference, just look at professional marathon or super marathon runners (because they are runners with great form who aren’t moving all that fast, relatively).
Nice work. How did you lear Vulkan? Do you have some literature for beginerrs?
well it also be released on other platforms in the future? like mac os and linux?? i dont own a windows pc ;-;
Did I hear mp?! In all seriousness though, glad to see that the game is coming along and I can't wait to get my hands on it, whenever I can of course
VR WOULD BE LIT
Hey!! i don’t want to pull you back onto something you’ve already worked on, but to make the animations look much more natural; you could create a few different walk animations that all are the same for a certain frame, such as when the left foot first touches the ground. Every time their left foot touches the ground it could choose a walk animation for the next step. I have a hunch that if this was done subtly, it would really remove the robotic feel of their animations.
Hey dave, I just realized that this game could be great if it were based around travelling (nomad tribe) instead of settling down. A game about migrating and surviving.
I know this would be time consuming, but what if you did a few different walking/running animations to accompany the sapiens personality?
In what program the game is being developed? thx