Watching GameDev Tutorials Be Like...
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- čas přidán 29. 06. 2024
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Contrary to popular belief, game feel is not something that you add at the end of your
development cycle, it’s something that can be used to make your game feel better at
any point in development.
So let’s learn from the developers of Cyberpunk 2077 and Factorio what is their
approach to game feel and dive deep into its influence on gameplay.
Relevant Links
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Twitter: bit.ly/3wGQ1TR
Patreon: bit.ly/2SwPWDB
Discord: bit.ly/3wI5ovB
Video Contents
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0:00 Intro
0:38 Mechanical Game Feel
4:06 Moving Frames
6:58 Smooth Soundwaves
Footage Used
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pastebin.com/9ycg1dEL
Special Thanks
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Alexey 'cptnsigh’
Sebastian Kalemba
Robert Asaftei
Sam Eng
Four Quarters
Steve Filby
Tarodev
Ghostoftomby
PelleD
TNT Dragon
Twenty
Happy April 1st ;) - Hry
Looping the recursion twice before repeating the cycle is real secret ingredient.
This video almost made me give up my passion project because of the cascading existential crisis I had when I thought I actually knew NOTHING because I had no idea about what was being said. The game dev interviews killed me the most. Most of them are huge inspirations for me.....
I really hate April fool's day.
You're not alone... Obviously not the intended effect of the video, but it was incredibly demoralizing.
Holy shit same hahahah it bummed me out so much at first
I was questioning my life choices for a minute there 😅
it got me too!! I was so stressed!
cascading existential crises are awful I would recommend volumetric inverse pigeonholing
Actually my favourite April Fools video, it teeters so closely to the edge of totally believable and complete bullcrap, it's honestly impressive.
I tried following it for a good way through until I realized not a word of jargon was actually making any sense and made me do a double take around the end of the factorio section.
it was so distressing I was having so much trouble following the jargon and I am fairly technical! First time view hits different after April Fools is over
okay this is what I needed to hear. I was googling words I already knew
Oh thank goodness. I thought I was just waaaay out of my depth. I was getting so frustrated... hahaha
I was thinking it was annoying how he kept going to implementation immediately instead of at least talking about the feature itself first
As a game dev myself, I adore using diagonal design multiplicity in my depth pipelines. Really encourages player to test out features made possible only by complex numerical space rollbacks, which is obviously the key to game feel.
My brain is mething. I do not understand half of what the terms used are. At all. What the fuck does "design multiplicity in depth pipelines" even fucking mean...
What the heck does any of these words mean is this April's fools joke
@@EleanorDev seconded 😂😂
@@EleanorDev thirded LOL
like atleast explain these terms .__.
@@EleanorDev Glad I am not the only one
holy carp that really felt I was having a stroke the whole time, just slipping back and forth between slightly comprehensible and totally blindsided by jargon. i feel like the big points are important and are valid for game feel, but the details and explanation feel like a dream
Thank god I'm not the only one. My brain is melting a little.
Those are big points yes, but it feels like a dream because its april fools joke. Don't bash your brain too much : )
Thankfully the fact that he showed the rockwell retro encabulator at the very end confirms this is an april fools video.
Dude, I thought I was the only one! I was starting to regret not going to school for game design. haha
@@mihajloantic4422 That's it. God man you can't do the first video back after 8 months. I was wondering if he'd forgotten how this channel actually got people watching it, what with how many stupidly absurd unexplained terms he was using.
Omfg you actually got me with this one I was so damn confused I was like is this guy for real? This language is completely incomprehensible. 10/10 video I love it
totally fell for it until reading the comments
@@Bruno-cb5gk Same lol
5 months after, it got me. And I am usually able to keep up with gibberish statements. Had a fantastic laugh at this video, the words that they use were amazing. Oh man.
And that's exactly how Game Feel works. If you tune out all the gibberish and focus on how the words "feel" instead of what they mean, it actually makes perfect sense.
The game feel is clearly the word feel we felt all along!
I love rhythm games, and I struggled a ton with the symmetrical parallelism of waveforms when helping on a co-op rhythm simulator. It's great seeing it explained so clearly in here!
I think he should go into a little bit more depth when it comes to the sinusoidal distribution. I found it very easy to make a mistake and end up with an euclidean distribution, instead, which just sounds off and is prone to numerical instability.
@@ThePC007 I'm super glad that he also aæ○}|[□~◇○》》》¤~◇●○□, right?
What's scary is that I felt like I understood what was going on for a while. I feel like I've gone into the Z-axis of the Dunning Kruger graph.
LOL
Thats the trick, it kind of made sense at the start until it didn't
This video feels way more aimed at game-devs than the previous ones, I had no idea what most of the words meant 😅.
EDIT: Oh wait... It's an april fools video...
What I hate is how most if not all of these concepts might actually be real and important, just explained with the most confusing words possible.
Either that or I'm also falling for it
I have the very slight suspicion that this may be an april fools video. Primarily because I cannot find the game "Encabulator" anywhere (and the name is also a reference to the nonexistent "turbo encabulator" which is a famous in-joke among engineers), and secondly because I didn't understand a single word in this video, despite thinking of myself as slightly above average in that regard.
it felt like i was having a damn stroke watching this video lmao
@@mifiwi3438 the dev listed is rockwell retro, it definetely is an april fools joke
I like to imagine there's some ultra-genius jack-of-all-trades game dev somewhere who watches this and completely misses the joke until the end with the Encabulator.
Had this slowly growing feeling that something was off. The amount of jargon alone was just through the roof.
Then at 2:48: *sudden realization*
Also 1:40 "Looping the recursion twice, before repeating the cycle"
Holy superfluous redundancy batman...
Definitely solid advice, but a lot of this is a no-brainer. When I was working on my first few games, I made the amateur mistake of not diagonalizing my subpixel transform matrices when calibrating the depth buffer, which ruined the retro feel I was going for. I see a lot of people making that same mistake today, so I wanted to point out that the diagonalization works best using a PDP-inverse transformation on the transverse of the matrices, so it only takes a few clicks. Good luck out there!
I've been seeing this advice pop up a lot more in recent years, which is absolutely an encouraging sign.
I want to point out an extra detail: In order to find your transverse matrices, remember to first conjugate the determinands of your original, then multiply by the binomial inversion matrix.
Hope that helps anyone trying to code this. Of course, everyone knows that computers struggle with large scale multiplication, so be sure to only utilize addition operators when handling matrices.
@@kirbs0001 I completely agree, also the denial/ignorance of infinity constant in modern inversion impacts heavily on performance though it solves all the problem related to kinematics in immersion
you might have to refactor your buffer scanner manually if you do that in some occasions. Unless you're doing that to save processing power on the off-grid scheduling, it's a bit of an overkill.
Did that with my last procedurally generated dungeon game test and it was making a ton of unnecessary link access requests. Had to switch to a sub buffer.
@@coins_png you saved my life, had the issue and changing to sub buffer solved it!!
one thing you forgot to mention is to make your gaming pipeline addapt accordingly based on the way your subatomic interpolation based non euclidean vertex matrix is built, which optimally will be built to be in full support of your game's level depth branching control node tree
Asynchronous analog dead zones made a HUGE difference for me, although I was using complex numerical space rollbacks cause I found a plug in that already implemented them. Not sure if they are better tho...
What are ansynchronous analog dead zones?
@@PJ-oe6eu I somehow never heard of it either, but I googled it and got this: "Asynchronous Analog Dead Zones" refer to intentional gaps or zones in the input sensitivity of a game controller's analog stick. Game designers may use this technique to add more precise control over a character's movement or action, by limiting the range of motion of the analog stick within specific areas.
It’s actually quite genius. I really wish I’d known of that before. Granted, controller support is something that I have little experience with, so maybe that explains it.
@ThePC007 this is an April Fool's video 😔 it worked too well
@@nin2494 Yeah, my comment was a joke as well. I didn’t actually google what “asynchronous analog dead zones” are, since those don’t actually exist.
@@ThePC007 i mean i guess they could lmao, but i imagine it would be frustrating.
I don't know how important it is but implementing custom multi spacial voxel hash grids helped us do real time matrix transfusion effects per fragment, players love what we can pull off with the effects, yall should try implementing.
I have recently played a lot of Encabulator and I must say, it is a marvel of technological sophistication. The way the capacitors dynamically modulate the fluxion matrix is simply breathtaking. And the fusion of the quantum entanglement engine with the electroplasmic interphase grid is a masterful stroke of genius. And you’re right, the game feel is really something to behold. I just wish the story was a little bit longer.
Rofl. This is exactly how I felt watching this video.
Holy shit. It took me until he recommended "Encabulator" at the end of the video to realize this is an April Fool's joke... 🤦
Where can i find it?
@@IstyManame It’s currently only available on the island nation San Serriffe, though. Good thing I live there.
It's like watching a hacker movie except in my head i'm imagining the script you *wanted* to make.
Man, I'm so glad you shouted out Encabulator. Such an under-rated interactive cinematic experience.
i cant find the game anywhere i look, wtf!? is it possible so many people praise it and it doesn't even come up when you search it?
@@ognjenstojakovic7931 really? i can see it. it might not be available in your region
@@ognjenstojakovic7931 Check out Turbo Encabulator, it's the definitive version.
@@ognjenstojakovic7931 This video is an april fools joke.
@@ognjenstojakovic7931 The game literally doesn't exist. (yet?)
This is a really good video haha, probably one of the best ive seen in a while. Definitely gonna add some of these things into my own game :) So many videos nowadays purposefully make you feel like an idiot, just to boost their own ego. Glad this one is different :) Your mastery of the art of elucidating the intricacies of batch interpolated Vorbis prefabrications is unparalleled amongst any individual I have encountered on the expanse of the internet, and such an awe-inspiring feat is particularly notable given the manifold intricacies involved in creating a multifaceted game with the aid of a sophisticated 3D engine.
This video was insanely helpful for me! The implementation of a spatiotemporal indexing scheme based on a modified kd-tree data structure can significantly improve the performance of collision detection in large-scale game simulations with complex geometries and dynamic objects. However, proper tuning of the balance parameter and the node traversal strategy is critical to achieve optimal scalability and accuracy. Awesome tutorial!
Noise cancelled controller ramble is amazing when you try to deal with non-euclidean space-times. Especially when the character movement has to jump in a diagonal quaternion rotation flipping the gimbal lock states. Great tips!
Thank you for making these videos! You always impress me with how you can simplify these complex topic and cut through the jargon!
Honestly, this was just the advice I needed to take my indie project to the next level of polish. As soon as I implemented two-frame polymorphism, I thought "hey, this looks just like something I'd buy on Steam!" Great video.
The "Encabulator" game was really the cherry on the april fools cake - I swear if you didn't include that I would have 100% believed this video.
Not gonna lie, it got me.
Damn... I've been got. I didn't realize it was an april fools until I saw this comment, when I started to scroll down in the comments I got a huge wave of imposter syndrome thinking somehow everyone understood the crazy terminology except me.
I couldn't have put it any simpler myself. Nice video
Never thought to consider the medium design. Such a great point. It really helped finish development on my Romantic Survival Novel, thanks a lot!
I'm pretty sure I've played that game
He's back with PowerPoint as a game engine, amazing!
For a moment, I felt stupid not understanding anything, but now it all makes since, thanks to the wikipedia page on Apriori Encoding Algorithm (AEA) you showed at the end. Great job distilling and explaining game feel!
It took me a while, but I lost it at the 'random pitch'-segment. Great april fools script.
In the future, all educational videos will be like this. You watch the video, feel like it is telling you very important things, yet you somehow tune out the whole thing as you're watching it go by. Then, by the end, you feel like you have learned nothing, despite all of the information that was just presented to you. "It's so good that these videos are here to explain all these important topics to me," you say to yourself. "But I don't really understand it yet, perhaps I should watch another similar video, surely I will understand it then!" And then the cycle repeats itself, all the while you are glued to the screen, absorbing words, phrases, ideas that seem as if they are very meaningful, but ultimately just beyond your grasp. You spend hours, days, weeks trying to take it all in. And by the end... Hm, I don't think we're there quite yet. There's still so much I don't understand. Time to watch some more educational content!
You just described perfectly how looping recursion works in the context of the subframe/subconscious dichotomy, don't let impostor syndrome consume you, you're clearly an expert.
I feel like I’m peering into an alternate reality where this all makes sense
I feel so dumb, it took me almost half the video to realize what was really going on. Good diagonal interpolation of depth though.
The Encabulator joke at the end is what really tied this whole thing together! 10/10, would z-buffer pixel deviation again!
pls help me in dumb and didnt get it
@@silly_lil_guy it was an april fools joke. This entire video was BS and we've all been revealed as fools for believing it
I knew about I-frames and IK systems, but it took until this video for me to finally appreciate the importance of K-frames and reverse-IK systems. Thanks Mental Checkpoint!
Thanks for this video! It really explained a lot about how the player's emotional state affects their performance when interacting with the Hexflow Pipelines for audio. I just kinda wish you touched more on the auxillary rumble synthesizer that game engines recently added.
I feel so betrayed. I'm researching Game Feel for my master's thesis and was so excited when I read the title. I cri
Glad this came out on April Fools, because I'm fooling myself if I think I understand half of this 😂😂
But my linguistic-shortcomings aside,, what an informative and incredibly well put together video!
Thank you for all of the hard work that went into creating and sharing this with us!!
Loved the vid! Coming from a puzzle-platformer background, what's really remarkable about these types of parallelised approaches is the avoidance of 'lateral-creep'. Working with a recursive workflow model for the game-feel and medium-cycle reward structure lets you focus on the player-action latent space *throughout* the dev cycle rather than towards the end of it. The tidbits on diagonalisation were a nice touch too. Can't remember exactly who said it, but I recall hearing some pretty ignorant takes from a former industry leader on the topic of 2D singleplayer development cycles that made pitch/yaw inheritance sound like a crutch or an afterthought.
Glad you could shed some light on this. This is a pretty great introduction to criminally under-discussed approach.
The way that the hypertextual feedback loops interweave with the ludic constraints and affordances to create a synergistic experience is truly breathtaking!
From the fractalized ludonarrative harmonics to the immersive kinaesthetic haptic feedback, every aspect of game feel must be expertly crafted to ensure maximum player engagement and enjoyment. The synergistic interplay between the spatiotemporal affordances and the proprioceptive feedback loops is simply unparalleled in any other medium!
For people that don't understand 99% of the words he just said, it just felt having a stroke for nine minutes.
Yeah because that's the joke
@@Luna5829 I know that's the joke buddy. The irony of having a video not feel good to watch when you're talking about how to make your game feel good to play was very obvious.
@@kadonkaflonk9498 that was not in the slightest obvious, maybe put a tone indicator or smthn
@@Luna5829 nah
@@Luna5829The video came out on April 1st
genuinely thought i was going insane in the first 3 minutes
The Factorio guy is having a hard time keeping a straight face. Also, noise cancelled rumble
omg, I fell hard for this and was questioning my existence, well done!
Oh hey you're still alive, and right on time too, I've been tasked with improving my company's flagship game's game feel (Mainly because I suggested it and even made a presentation on it) so this is prefect timing, there's probably some stuff I missed in my document anyway.
EDIT: I only realized this was an April-fools video when I read the comments, I just thought: "Clearly I have a lot more to learn about game feel, I should do more research to learn what all of this means."
Glad to see you back ! Hope to see more from you soon
It's fascinating to see all the bits that go into creating good game feel. Great video!
Yes!! Awesome to see you return 👀
Thank you so much, this is really helpful. I keep hearing how important game feel is, but no one actually cared to explain what it was. These videos are so unique, and I love each one, thank you for helping the future of game dev!
oh my god, this is--you guys--it's been a long time since I've been so completely caught out. nicely done.
WOO I got *so* happy seeing this channel in my notifications again. Happy to have you back man!
until the very very end when I watched the comments, I barely realized what happened. I just thought that despite the years I spent studying game design, I somehow was just not focusing enough. I knew "this guy made some very high quality things in the past, I'm sure this one is great as well, I just need to wait for the summary or smth". my biggest reason for doubting the fact that it was made for 1st of april was because I watched it on 4th of april and it's 9 mins, the video quality is high and there's some guys who claim they worked on certain games and so I took it legit for granted
Best thing about this video is that people will come to it for years to come and not realise the date.
Most elaborate prank I've seen in yt, well done! Had me fooled trough the most part, to the point where it started to make sense somehow...
Glad to see you back in action. You always made some of the best videos on CZcams.
This video presents many good examples of shader buffer deviations and intermediary frame foundations, but I think you should cover more secondary immersion pipeline techniques, even simple ones such as meta-enforced non-x clipping, gantry level sub-progression, or even tactile subdivision of out of view matrices (for the few who don't know)
3 minutes in I feel like the auxilary liminarities disenfranchised the flow of participatory development structure. Or in other words: I notice the date. What a mean way to come back after months. xD
I have to say it, your videos are a master class in game design, I found your channel and probably binged all your videos in 2 days. I love the way you express and you explain everything and having a point of view from someone who has actually been able to make games and learn and even publish games is inspiring. Thank you for sharing all this with us, you're an incomparable help for everyone dreaming with making games!
this video fucked with my mind in ways never seen before x_x the fact that is so well edited made it more believable lol
I struggled for so long to understand game feel, thank you for explaining it so clearly !!
part of me loves this video for how indepth it goes and part of me is really overwhelmed like godamn i'm gonna have to do some serious research on this cause i've never heard of most of the terms and compared to your avg gamer i know a shit ton about how video games work. thanks for giving me a starting off point though
You're aware this is an april fools joke, right?
Just in case you weren't joking, this is an April fools joke video with made up terms
Finally you're back! I've been waiting!!
so glad you're back!
Please come back! I miss your voice and your closer looks on game development 😢
As a long time backseat game dev, I really appreciate seeing that the parallelization of z buffer subframe-timing is getting recognized! All too often games forego this simple technique and subconsciously it makes a GREAT difference in how responsive the inputs feel.
Holy shit that got me hard lmfao. Amazing video. I was extremely confused but also hyped to learn a lot of new things!
Oh it's so nice to know this channel isn't dead. I instantly watch every video when I see a new one pop up as I've already watched all of the previous ones. 😅
I suppose that's how his videos sound like to non game-dev folks.
Nah, they're usually really understandable, as someone who's not a game dev :p
This was a very terminology-heavy video. As someone who's just starting out, a lot of it went over my head.
Check the date
That's because it's an April Fools joke and not supposed to make sense.
We really do miss you! It’s been a year come back!
I much as I love this april fool's video's quality and the many references and jokes within jokes. I'm really sad that this is the video that made you came back from hiatus. Really missing your videos. Even bought Move or Die Unlimited on Switch these days to play couch with my friends.
So how did they leverage the Rockwell Retro Encabulator to its fullest extent? I just can't seem to figure out how it congregates with the diagonal deadzone progressional fluxes just yet...
See, this is why AAA can't compete with indie. High-end engines have problems dealing with sub-frame aggregation (due to Heimlich's principle) so ghosting is rampant. Wish I had thought of the parallel input managers finetuning and noise-canceled rumble. Thanks for bringing wider attention to these issues!
Excellent vid. Gonna take me a while to get all of that perfected but I think I got the general gist of it.
this is the first tutorial video that only made my job look harder. appreciate the incredible animations and level of polish on this video. that's top tier. I've never seen anything like it. But i haven't learned anything other than to... use audio? I'm bombarded with terms that are never explained and I'm not sure they are there to make you sound intelligent or if you're working on a video for so long that you can't really judge how "consumable" it is for viewers with all this lingo? ...OH. It was an april fools joke. I don't wanna backspace this because you can see me figuring that out in real time. I've never seen your videos before and couldn't be fooled harder lmao good job real clever
You're back, and it's on April Fools. 😆
Edit:
After watching it, have a feeling you'll make a follow up video without the jargons, can't wait.
It almost makes sense. I can imagine what, say, map defragmentation might be. Imagine you store your vertex information in space partitioning forests. Well, as you keep adding nodes, cardinal multiplicity is going to increase at the same rate. Said cardinal multiplicity has high entropy, an can cause your tree to be reduced into a low efficiency configuration. Defragging the overall vertex assembly then means restructuring the partitioning to maximize overall something something
I hope you learned that your fans would *love* for you to make dense technical videos like this for real hahaha. I totally fell for this, and I'm so sad because I was looking forward to researching all these concepts!
Okay this one really got me. Well played xD
Any tips for the music side of things? I think I may be missing something: I tried a variable sample rate synced with the player's transform matrix to minimize ghosting during the audio rendering pipeline, but players didn't seem to notice.
A real common mistake in that context is linearly interpolating between wav samples, instead of applying fourier series every nth future sample. Also, you can reduce the audio delay by converting your audio files to temporary hash fields at the start of your scene. But you probably already know that one...
you know, looking at the real time wave diagram when analyzing the pitch really is a game changer
It's April 9th and I'm still getting these damn April fools videos in my recommended. I've been binging game dev videos for a few days, I was halfway through this one when my ears started to bleed and I had to check the date it was uploaded.
im so happy that you are back
English is my second language and I would rate how well i can understand it like an 8/10 compared to a native speaker but this video had me lost so many times with using words I’ve never heard of before, looks stunning though ❤
As a native English speaker, I was thinking I was having a stroke while listening to it. It was like an AI was writing words that sounded like English words but had no meaning. Happy April foods :P
same
@@RobinClower Happy April Foods!
Wow... I understood like 12% of what you just said.
same
That's quite literally the joke
Because most is made up. April fools, ya know?
@@xyoxus yea, i guess I've been got
heyy! glad to see you are back! :D
Goddammit Nick. I went into this video expecting the usual digestible material, then struggled my way through 6 or so minutes of jargon until realisation hit. You absolute bandit. 😂
Encabulator! It's a cutting-edge game that utilizes the latest in reverse osmosis technology to provide an unparalleled gaming experience
I'm personally a fan of non-euclidian analog inputs.
An unpopular opinion, I'm sure.
Dude I’m new here and just came from another one of your vids to your latest to say, this is some million view class editing man, like who you think you are putting out this good and educational of content while keeping the viewer engaged and not rake in 10s of millions of views. Look you going to be looking at yourself later saying how else you can improve, and if your this good now, you can only improve the system itself man. Wonderful work my guy, loved that video and ima watch this one now!
This video made go through some sort of stages of grief. Excitement of a new upload, Interest in the topic, Confusion as it went on, Re-evaluating my life, and Relief when i checked the date of release.
I like your funny words, magic man!
Really sucks this guy left after this video, his content was so nice
Holy moly, what a true tour de force of technical wizardry and game design finesse! The deftness with which the dynamic environmorphulation and non-linear haptophonics were deployed was absolutely awe-inspiring. The use of proceduriplexity and quantumartifactorization was truly visionary, and one can only imagine the degree to which player engagemorphication and interactivity will be heightened as a result. The possiblities for next-level reverse immersivitron and user experience are simply mind-blurring! Overall, the video was a masterclass in game feel theory, and it's thrilling to contemplate the ways in which all these techniques and ideaflips could be brought to bear in creating truly groundbreaking gamifying experiences.
Thanks for the CLEAR explanation! Finally!
But wouldn't that cause a parabolic destabilization of the fission singularity?
Can I use this in my resume? Really glad I know the Bluetooth resonance step algorithm, so I can create my first order neural feedback loop more efficiently
you got me with "encabulator" I was super interested damn it
Ah, excellent, I got to watch a new GDELB this year after all. Thank you.
I have never been so absolutely blasted by an April Fool's than this video. Unironically had me spinning out because I didn't know any of these concepts and felt like a total idiot.
The April fools joke is, that we thought they quit making videos
Lmfaooo I was listening to this in the background while I worked and thought I was having a stroke for a second
Edit: I WAS mishearing things, I hadn’t chamfered the lower end frequencies of the audio in this video over my Bluetooth headset!!
Glad to see you back.