I Worked on This Bossfight for 3 MONTHS! Here is the Result...

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  • čas přidán 2. 06. 2024
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    Every game needs boss fights but... you know, they are a lot of work. I spent about 3 MONTHS making just 1 of them... now, that was partly because I wasted some time... but also because there just is a lot of stuff to make to get to the point where you have a working boss battle! So, let's talk about it!
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Komentáře • 13

  • @thegamedevcave
    @thegamedevcave  Před měsícem

    Get your first month of Skillshare for free at : skillshare.eqcm.net/TGC

  • @0006Arek
    @0006Arek Před měsícem

    Hi!
    I'm your viewer for about couple of months. I found countless videos of yours that helped me and taught me a lot. It's obvious that you spend a lot of time making this channel valuable and me and thousands of people are thanked to you. I assuming that you don't have time to work in some studio, and there is the question.
    Why youtube over job in some studio? :D

    • @thegamedevcave
      @thegamedevcave  Před měsícem +1

      that's a prety hard question to answer haha but i'll try!
      it's mostly because I prefer being a self-employed freelancer without having a boss to worry about, i value being able to make my own work times and make my own schedule as it suits me.
      There's also the face that while i do game development, my main background is more in video production than game development, so that is my day job :) those things just come together really nicely in this channel where I get to use my know-how of game development together with my skills in video production and communication to help (and hopefully sometimes entertain) people :)
      and there's the simple fact that I just like to help people learn!

    • @0006Arek
      @0006Arek Před měsícem

      @@thegamedevcave Ok. I understand. Thanks for answer!!
      Good luck with continuing this channel, you're doing a great job! :)

  • @mhuhu
    @mhuhu Před měsícem

    Damn, you doing it all yourself. I'm impressed. Good job!
    Out of curiosity, wouldn't motion warping also have been an option to solve your boss aiming at the player issue ?

    • @thegamedevcave
      @thegamedevcave  Před měsícem

      honestly didn't come to mind but I imagine that would still end up with a similar issue to the IK thing, how do I know what to apply to make the blade overlap with the player? My current solution also is a bit messy though XD but yeah, i think whatever i do, if I don't hhave any infomation in my skeleton about where the blade is, i'm just kind of screwed. but hey, i guess that means I learned something, going forward... i am 100% going to include the weapon into the character model/ skeleton to prevent this issue XD

    • @mhuhu
      @mhuhu Před měsícem

      @@thegamedevcave Most likely yeah.. Some problems I've never thought about as well. If you have some fellow gamedev that worked on similar game mechanics, worth asking how they handled it. You have a discord ?

  • @kmtsvetanov
    @kmtsvetanov Před měsícem

    I'm a developer with 9 year of experience and I'm still amazed what people can do. When I have the time I will watch all the videos on the Bossfight

  • @everythingcouldbesimplify818

    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.

    • @thegamedevcave
      @thegamedevcave  Před 5 dny

      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.

    • @everythingcouldbesimplify818
      @everythingcouldbesimplify818 Před 5 dny

      ​@@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.

  • @user-li7ce3fc3z
    @user-li7ce3fc3z Před měsícem

    Симуляция одежды довольно дорогая если конечно вы не запекли ее в анимацию, есть и другие варианты физики в unreal, вполне красиво можно было сделать используя anim dynamic или rigid body

  • @user-li7ce3fc3z
    @user-li7ce3fc3z Před měsícem

    Ну всегда можно скопировать скелет что бы его не испортить и добавить кости и покрасить веса прямо в самом unreal