3 DEVS Make the CUTEST Game in 10 DAYS! (Devlog)
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- čas přidán 12. 06. 2024
- After 3 years of making gamejam games by myself,I teamed up to make a game in 10 days !
We went from a simple concept with horrible art to the cutest game I've ever been part of ! The game was made for the Indirect Control Jam. A 2D game made in Unreal Engine.
The game:
rockymullet.itch.io/leafylunc...
My teammates:
Emma / Goblin Knuckles: goblinknuckles.itch.io/
Simoncress: linktr.ee/simoncress
My itch page:
rockymullet.itch.io/
Twitter (X?):
/ rockymullet
bsky.app/profile/rockymullet....
Music in this video:
stevenmelin.itch.io/
Brian Olmstead : Texture Size and Mip Mapping
• Texture Size and Mip M...
#devlog #gamedev #gamejam
00:00 - Teaming Up For A Gamejam
01:43 - The Idea
03:14 - The Core Gameplay
04:44 - The Noisy Art Issue
06:28 - Coherent Art & Beat Manager
07:26 - Level Design & Onboarding
08:14 - Level Art & Ambience
12:38 - Waiter Animations
13:39 - Parallax Background
14:30 - Wraping Up
16:17 - Emma is drawing like crazy
17:02 - Our Final Build ?
17:39 - Did they like it ? - Hry
If you want to try the game: rockymullet.itch.io/leafylunchrush
Take a look at my teamates stuff:
Emma / Goblin Knuckles: goblinknuckles.itch.io/
Simoncress: linktr.ee/simoncress
super cute ! The concept was killer, the inspiration from mini metro and the art packed it home
Thanks a lot 😃
It's finally here! 🥳
The Vimlark footage at the beginning really did add a lot.
Thanks ! I was actually like 75% done with editing when he played, so I had to fight my editing software so it doesnt break everything when trying to move the whole editing a little bit to the right 😅
But it was too good to not include 😃
@@RockyMulletGamedev Lol, I know the feeling. 😅
Loved the DMs lmao Yall did an amazing job!
Hahah thanks. I though the best way to communicate our struggles would be from our own words 😆
@@RockyMulletGamedev Yall have great communication, the messages were clear 🤣
The polish in this game is insane. The UX especially. It's clear how much you've learned as a developer and game designer over the years. Congrats to your team! A well deserved win.
Thank you very much ! My teamates did great !
I'm glad to hear you talk about UX, cause it's something I'm really trying to focus on, cause a "good game" that the player don't understand how to play is not really a good game in the end. So I'm trying to focus a lot on convinient tutorials and hints so the player understand properly. I feed in this game it was a big challenge since it was non conventional gameplay and playtesting really showed that some stuff were still hard to udnerstand, but I'm happy to keep learning UX to get better and better at it.
Thank you for your kind words and thank you for watching !
Awesome. Great video too
Awesome. I enjoyed the devlog and th game
Nice 😃
Thanks for passing by and thank you for playing 🙏
Awesome game. Really enjoyed playing it. Congrats for winning 🎉🎉❤.
Nice 😃
Thank you for trying it out !!
Yoooo the man, the myth the mullet is back! This is a lot of work for just 10 days, really good stuff.
Thank you !
Yeah the concept of "Indirect Control" made it take quite some time before we could have the core gameplay. That wasnt an easy one 😅Good thing I had teammates 😃
Hey nice devlog! Really liked when you talked about Emma working on all of the art. I relate too much to that 😅
Hahaha yeah it was unusual to have some free time at the end of a gamejam since I wasnt the one doing the art.
But Emma's pain could be felt through the internet 😆I had to pay homage to her pain.
I have the same problem with my art. What did you exactly do to fix it. Love the video. Keep it up
Thank you ! Yeah I didnt go into specifics to not bore non Unreal users 😆
The solution was to go into the settings of the texture, under level of detail, change "Mip Gen Settings" to "SimpleAverage" if it doesnt let you, you must change "Texture Group" to something else like "Project Group 01" and then under the advanced settings "Downscale Options" to "Simple Average". I'm still on Unreal 4.27, so it might be slightly different on UE5.
My guess would be that you use the "set 2D settings" on your art just like I do. What it does is it sets the Unreal's setting for art made for UI, so Unreal will not try to smooth the art and keep all the textures as is.
Because the texture can be smaller on screen than the art, because either it's far away with a perspective camera or scaled down with an orthographic camera (like it was in my situation) the engine ends up having to decide what is the color of the pixel of all the pixels of the texture, with the UI settings, it will get the closest pixel, making it very noisy and look like "stairs" while what you want is for the engine to blend those colors.
That's what the "mip map" settings are for, setting to "simpleaverage" will make the engine take an average of the pixel colros, isntead of whatever the closest, giving a more smooth look to it. Which is something you wouldn't want making something like pixelart where you want all your pixels to stay the same in your very small textures.
If you are interested to learn more about mip maps, check the link, that I added in the description, of a video that helped me understand the concept better, the video didnt give me the solution, but understanding mipmaps helped me to find it.
What a great achievement! Congratulations!
Thank you Matt !
Hey wonderful video!
Any tips on being able to optimize ue for game jams? I had people have a hard time playing due to graphics issues when i just make 2d games. Also did you use an ortho camera? I have troubles making the 2d world not seem too spacey/ floaty
One thing important if you want people to be able to stream or record your game is to clamp FPS. I do that through code modifying the UserSettings in the GetEngine()->GetGameUserSettings() and then "ApplySettings", it
Oh and yeah, I use an orthographic camera. The major pain for me was to deal with transparency sorting order. Sadly Unreal 4.27 still update translucency order like if your camera was in perspective, which is clearly a bug, so you gotta update it yourself.
Other than that, the parallax background effect is done through code where the sprites are moving based on their depth and based on the camera position, to fake an illusion of depth. A perspective camera will do that automatically for you, but then the rest of the sprite wont feel "flat" like 2D would, but more like a plan a la Paper Mario, if that's what you want that's cool, but personally I prefer good old 2D.
What is the game shown at 2:25?
"Cadence of Hyrule"
It's kind of a sequel to "Crypt of the NecroDancer" but in a Zelda setting.
A rythm game where you need to move on a beat to attack / avoid enemies. Fun game!
@@RockyMulletGamedev thx !