This one mistake is killing my game

2024 ж. 5 Қаң.
179 236 Рет қаралды

I've been working on this RPG for nearly 2 years and one thing has been holding me back from making consistent progress.
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Пікірлер
  • A lot of people have assumed I’m not using version control. Of course I am! Before I make any changes, I print out screenshots of my existing scripts. There’s a huge binder on my desk that holds all of them. They’re all organized by file and date so they’re easy to find.

    @AIAdev@AIAdev4 ай бұрын
    • Almost got me for a sec 🤣🤣

      @anirbanr.c.3271@anirbanr.c.32714 ай бұрын
    • 5000IQ

      @thethingofstuff@thethingofstuff4 ай бұрын
    • This is the best! You just made my day.

      @jamesoliphant8178@jamesoliphant81784 ай бұрын
    • LoL 🤣 this is awesome

      @WeAreNoJokeGames@WeAreNoJokeGames4 ай бұрын
    • It's better than the shit-show at my current employer. You get a pass!

      @kevincrinklaw7422@kevincrinklaw74224 ай бұрын
  • Fun fact: the floating point error you experienced is the exact reason that there are elevators in Metroid Prime. The devs ran into a bunch of glitchy motion once the player got more than a few thousand meters from the point of origin, so the elevators were a clever way for them to be able to reset the 0,0,0 point without the player being aware of it.

    @TSHolden@TSHolden4 ай бұрын
    • That’s really cool

      @supercrazy7188@supercrazy71884 ай бұрын
    • that's a trick used to change scenes. It's called the bend in the tunnel method.

      @scotmcpherson@scotmcpherson4 ай бұрын
    • It's also a problem the devs of Outer Wilds encountered

      @onlysmiles4949@onlysmiles49494 ай бұрын
    • @@onlysmiles4949Outer Wilds devs solved this by making the player the origin, and the world moves around the player, rather than the player moving around the world.

      @aladvs@aladvs4 ай бұрын
    • As someone who is playing through Metroid prime remastered (got it for Christmas) elevators are interesting from a game design perspective because they work well as very small breaks in the action and they also give anticipation of what might come after you exit the elevator

      @destroyer4929@destroyer49294 ай бұрын
  • For the record: The industry standard is to pick an update version and work on the same version until the project is finished, even if new updates are released. You should only update if there are bugs that are fixed in later versions that you need dealt with, or in the rare case that there's a piece of functionality you really want in a later version.

    @BlacksteelForge@BlacksteelForge4 ай бұрын
    • If working on a team, I 100% agree. If it's a personal project I'd say it's a good idea to upgrade with intention. If you're still deep in development, those updates could help or add new features. If you're months away from release, then yes stay on that same version as you polish the finished product.

      @wchorski@wchorski4 ай бұрын
    • Not the game dev industry, but I remember when speaking to a pro in the music industry, and we talked about the latest version of one of the industry standards for music and audio creation/design. The update was not free, so I asked him if he thought it was worth it, assuming he had upgarded since he was a pro. He told me that he was still on version 3, which was released when I was six years old. The current version? Version 13. 10 whole massive updates over 20 years, and he just didn't get them because "I am working just fine with what I have".

      @mattc9598@mattc95984 ай бұрын
    • This is 100% bullshit though. The industry standard is to adapt whatever feature set is based on a future target system, aiming it to be the standard by the time the game releases. The industry standard is _not_ to use outdated systems.

      @PHeMoX@PHeMoX4 ай бұрын
    • @@mattc9598 Then he's definitely not a music industry pro, because that industry has skyrocketed in just the last two or so years ago in terms of DAWs and functionalities. Yes maybe he doesn't need access to all those modern plug-ins, but the reality is that some of the bread and butter features have been improved an insane amount. Maybe he only records indie bands that don't require the latest and greatest audio fidelity, but most recording studios don't have the luxury of sticking with 6 year old software. Heck, don't be surprised if there's zero technical support for software that old. On top of that, most software has transitioned to subscription fee models, meaning you will get the latest versions anyway.

      @PHeMoX@PHeMoX4 ай бұрын
    • ​@@PHeMoX and yet hollywood/record labels keep coming to him for audio work. Maybe he's updated since I spoke with him, but he definitely didn't need to keep updating in order to win any awards.​

      @mattc9598@mattc95984 ай бұрын
  • I'm studying Video game design in college, the one thing they say is you choose a build for your engine and you don't update it, you stick with it. incompatibilities between versions are mostly inevitable

    @iamapie13@iamapie134 ай бұрын
    • A good example of why would be Legendary Tales. It's a VR dungeon crawler that decided they wanted to move to UE5... and then realized after updating that a lot of their systems don't work anymore and had to downgrade again, SEVERELY slowing down development and causing many people unaware of the situation to assume the game had been abandoned.

      @StygianIkazuchi@StygianIkazuchi4 ай бұрын
    • agree with this, usually update not worth it

      @TheGuyWithTheLemon@TheGuyWithTheLemon3 ай бұрын
    • ​@@StygianIkazuchiI can't even imagine someone working in a game studios that has the worst boss they can't go against that is advocating for this kind of update...

      @whannabi@whannabi3 ай бұрын
    • That sounds really cool! Is that a full four year degree? I already did my time in college, but learning game development sounds super interesting to me.

      @slimyasparagus3573@slimyasparagus35733 ай бұрын
    • unles you still new into the game i mean a few mouths in and i could see updating it

      @az21bob666@az21bob666Ай бұрын
  • My guy, updating software for development is like loading a shotgun shell into a revolver. Stuff's gonna explode. Never update mid project, this ideology that you need the latest version is what's killing your game, not vis scripting

    @digitalunity@digitalunity4 ай бұрын
  • Making games is really hard. Shout out to all the indie devs going through development hell!

    @FlatThumb@FlatThumb4 ай бұрын
    • I spent almost a year making game using libGDX. My thoughts are: Making game is not hard. Making Fun and Polished game is. LibGDX actually does some stuff better than Unity. Like... more freedom and stuff... And finally... Marketing is veery important. Failing at this one makes your game not exist.

      @greenheart5334@greenheart53344 ай бұрын
    • Shout out to all the haters who complain and say "all they had to do was make the game fun"

      @Derek-mi4wy@Derek-mi4wy4 ай бұрын
    • No it's not. It's just about dedication and if you enjoy the activity. It's mostly a hobby for many indie devs.

      @damsen978@damsen9784 ай бұрын
    • @@damsen978 you are a bit incorrect. making good game is indeed hard task.

      @greenheart5334@greenheart53344 ай бұрын
    • He didn't say "good games", just "games".@@greenheart5334

      @damsen978@damsen9784 ай бұрын
  • Petition to call the spell book companion: Scribbly! Looking forward to all your inspiring videos AIA! :D

    @Floky@Floky4 ай бұрын
    • thanks floky ;)

      @AIAdev@AIAdev4 ай бұрын
    • Signed

      @handlebecauseihaveto@handlebecauseihaveto4 ай бұрын
    • Signed

      @sirdemilich@sirdemilich4 ай бұрын
    • Signed! ♥

      @sandydarkfall@sandydarkfall4 ай бұрын
    • we should be able to name it ourselves if its a pet

      @milkmilk1489@milkmilk14894 ай бұрын
  • I LOVE MANA VALLEY!

    @BanditDev@BanditDev4 ай бұрын
    • how'd you comment 9 hours befoe the video was even released?

      @RedHeadphones@RedHeadphones4 ай бұрын
    • @@RedHeadphones he is a memeber

      @pixlydev@pixlydev4 ай бұрын
  • every time AIA mentions an old game I remember he's in his 80's

    @BobbeDev@BobbeDev4 ай бұрын
    • I keep getting older faster than everyone else

      @AIAdev@AIAdev4 ай бұрын
  • As a solo dev myself who is working on an open world game, I can totally relate to these challenges. Once I was also using some weather Asset, updating which completely messed up my scene lighting buuutt your problem completely overshadowed mine 😅😅 All the best with Mana Valley, i am surely getting this on Day 1 ❤️

    @hamzahgamedev@hamzahgamedev4 ай бұрын
  • Awesome progress. I feel like the cutscenes are gonna help for the story a lot !

    @MaxMakesGames@MaxMakesGames4 ай бұрын
  • Really great work on the game and I love that you show some more of the struggles that are related to code architecture. Great video editing and voice-over too. Your devlogs are super entertaining. I wish you the best of luck with Mana Valley, you got this! 💙

    @puttiputt2461@puttiputt24614 ай бұрын
  • We're backkkk I honestly thought of the first person view indoors as well as it kinda seems awkward now, having to look over your own shoulder to see where you should go. Nice progress AIA!

    @TheShelfman@TheShelfman4 ай бұрын
    • if Yordi says it, it will be.

      @AIAdev@AIAdev4 ай бұрын
    • @@AIAdev Careful IAI

      @TheShelfman@TheShelfman4 ай бұрын
  • Love the spell book idea as well as the minor details (shadows, sun rays, and particle effects when casting spells, etc.)! Keep it up we’re rooting for you.

    @BanditDev@BanditDev4 ай бұрын
  • Seeing all the progress made over the years made me feel kinda nostalgic.. Great work! Hope to play it soon Also for the loss of artistic control over shadows and highlights, you could make a custom shader which controls the color of the shadows among other things... a toon shader or a half lambert (lambert wrap) might also suit the style of the game.. just a suggestion

    @anirbanr.c.3271@anirbanr.c.32714 ай бұрын
  • Awesome devlog! One of the most entertaining and easy to understand dev logs I’ve seen! Subbed 👍

    @InfinityBladeRecollection@InfinityBladeRecollection4 ай бұрын
  • Awesome devlog, thanks for sharing your journey 🙂

    @spimortdev@spimortdev4 ай бұрын
  • Man this looks so dang good. I know I mentioned it before but it still gives me slight FLYFF vibes and it makes me happy to see that you're not letting that update ruin it for you! GONNA KEEP SUPPORTIN AS LONG AS YOU KEEP MAKIN IT BUDDY! This is why you're my favorite Mushroom Spaghetti Soup!

    @fudgemerchant@fudgemerchant4 ай бұрын
  • Your landscapes look better than every single game Gamefreak makes

    @xvxluka222@xvxluka2224 ай бұрын
  • I'd honestly prefer the game turning first person in buildings, even if you manage to create the most advanced indoors-third-person-view system mankind has ever seen. There's just something weirdly cozy about playing in first person when indoors, and Mana Valley feels like a game that can benefit from embracing that coziness

    @DualWielded@DualWielded4 ай бұрын
    • Agreed

      @parknich081@parknich0814 ай бұрын
    • Your a dev right? Your the good one for the 100 devs video right? Hope we can get those hand back to their former glory.

      @Greatcelestialkaligo@Greatcelestialkaligo4 ай бұрын
    • ​@@Greatcelestialkaligo y'all need to stop 💀

      @skyewontmiss@skyewontmiss4 ай бұрын
  • NIce devlog! Subbed! I started with the plugin in question (GC1) but switched to Playmaker and made quadruple the progress in my game, just a couple annoying bugs to squash and I can successfully release it. Can't believe how much came in the box with no game breaking updates :) That said Marti is an incredible guy and amazingly smart, and I will definitely go back to GC2 at some point.

    @IspyrGameDev@IspyrGameDevАй бұрын
  • It’s been so long since a good KZhead devlog has come out. Glad to see it 😍

    @GilbertGames@GilbertGames4 ай бұрын
  • Awesome Progress, cant wait to play it

    @penji58@penji584 ай бұрын
  • Amazing video, keep up the progress!

    @lets_dev@lets_dev4 ай бұрын
  • Your channel is inspirational to me! Your videos feel so professional, keep it up!

    @OtherE0021@OtherE00213 ай бұрын
  • As far as artistic color grading of shadows and highlights go - you could write a fairly simple shader that shades the darker/lighter parts of a texture map a different color - or even just use a LUT for which parts get which colour - then you have a bit more control over what's "shadow" and what's "highlight" - but in reality, in a game with this artstyle, it's probably going to be fine going the extra mile here!

    @k0cc425@k0cc4254 ай бұрын
  • Sorry for the breaking changes! 💔 We pinky promise we won’t make such drastic changes again. We’re incredibly glad the project goes on! Best of luck!

    @gamecreator@gamecreator4 ай бұрын
  • First time, working on something myself and your overview is insightful thanks so much!

    @dj_cam@dj_cam3 ай бұрын
  • I rather program manually than use visual scripting. Also you shouldn't update anything in unity mid development, unless you completely backup the project. Been a unity dev since Unity 2.5

    @AnthonyMaddenVRStudio@AnthonyMaddenVRStudio4 ай бұрын
    • I’m with you

      @AIAdev@AIAdev4 ай бұрын
    • I think that is part of the reason he said "i don't think anybody knows" about Unity visual scripting Unity encourages coding over visual scripting. The majority of people who actually want visual scripting over code are using Unreal. The ones using Unity never seem to need visual scripting, as they are doing their work via code

      @mattc9598@mattc95984 ай бұрын
    • @@mattc9598 I can see that but I made another point besides hand coding. I stated backing up your project before any update. Unity also warns about this all the time. This is mostly due to things breaking bc of the updates.

      @AnthonyMaddenVRStudio@AnthonyMaddenVRStudio4 ай бұрын
    • @@AnthonyMaddenVRStudio Yes, at the very least devs should save a copy of their project every single time they close the program.

      @mattc9598@mattc95984 ай бұрын
    • @@mattc9598 "Unity encourages coding over visual scripting. The majority of people who actually want visual scripting over code are using Unreal. The ones using Unity never seem to need visual scripting, as they are doing their work via code" This is such nonsense. The majority of unity devs rely heavily on asset packs and coding done by others. Nothing about Unity encourages people to 'learn to code', which is why there is such a massive backlash about people wanting to switch engines after the whole Unity 'self-destruct' thing, but feeling they 'can't'... People also really seem to hate the concept of visual scripting, without understanding how it has become a legit way of creating games years ago. Yes, in my personal opinion it will never replace coding by hand, but that doesn't mean it's trash.

      @PHeMoX@PHeMoX4 ай бұрын
  • With the hair thing, you could add like an additional detail layer in the shader itself to slow in a overlaying texture that gives you more control over the highlights

    @HyenaBlank@HyenaBlank3 ай бұрын
  • Yay another aia video :D. Glad I got to see it before my deployment :)

    @theyolkstar3575@theyolkstar35754 ай бұрын
    • Be safe buddy

      @AIAdev@AIAdev4 ай бұрын
  • Im so glad i found your channel. Your passion and desire to make your game is contagious. I find it funny that i heard my name cus its Mardy. I was like huh? What did I do? It was Marti but it sounds similar. Look forward to your progress and hope to be able to ask questions to you in the future about game development.

    @mardelmarcano@mardelmarcano4 ай бұрын
  • I think you don't neccesserily need to give up control on hair colour tinting, you can set up your material to take a few mask textures to use as a lerp which will get their own colour tint, lets you get closer to how things might have looked originally without all the extra materials, additionally you could use this to customise in even more interesting ways like changing roots, highlights etc seperately from the base tint.

    @kierentm3858@kierentm38584 ай бұрын
  • Looks great. Hope one day I will be able to do something similar. Right now I am working on my first game and I am really happy with the progress.... but still a million miles away from something like this. Gj for solo dev.

    @immitatedone1511@immitatedone15114 ай бұрын
  • I like the middle ground for hair between the way you had it and the way it is now. You can do a grey scale map to apply your colors to and then set up a primary color and a highlight color section that each have a color wheel and allow for more player customization to make it more artistically pop compared to a single color application. It also lets people do wild things like black hair with purple highlights or blonde hair with green highlights.

    @GingerRazz623@GingerRazz6234 ай бұрын
  • NEVER GIVE UP, NEVER BACK DOWN!!! 💪🏻 Thank you for all the time spent on making MV controller friendly 😅

    @Ashbobah07@Ashbobah074 ай бұрын
  • Always backup your projects before upgrading, especially if you have a big scene and are using a ton of assets that do stuff under the hood for you! Hopefully there wasn't too much code that broke. But I'm sure you can recreate it much easier and faster than your first time.

    @PuppetDev@PuppetDev4 ай бұрын
  • Good Job, please keep it up. Dont give up I want to play this game.

    @Pontos420@Pontos4204 ай бұрын
  • If you don't mind the shader referencing two textures, the second texture can also be greyscale and added to the first. Basically image based lighting (IBL). Edit: or you could still just use one texture and store the base greyscale image in Red, and the IBL in Green. But if you want to choose between different highlights, keep it as a separate textures but set the texture type to single channel R.

    @littledreamergames@littledreamergames3 ай бұрын
  • 6:13 Here you could keep the color and use a shader that would only change the hue instead of multiplying the texture by color. Keeping the whole texture more lively since shadows and highlights vary in hue, this keeps the same dynamic of colors, hope this helps!!

    @F.ELEVEN@F.ELEVEN4 ай бұрын
  • For your hair highlight problem, couldn't you technically use another black and white texture for where the highlights are, and then multiplying that by some value to do hue adjustment? So the final color would be what you have right now with shifted hue where the highlights/shadows are? Not sure if it can be done with just material properties, but could definitely be done with a simple shader

    @GopherDevMain@GopherDevMain4 ай бұрын
    • Just hue shifting by a fixed amount from a color picker output might not have consistently pleasing results. Putting the hair color through a color map would be a similar idea, while allowing the output to be tweaked on a per color basis. Alternatively they could use the new dynamic hair color system internally while still having the available options for the player be presets. Each preset could then have associated shadow and highlight colors. That would bring back the artistic vision of the old system while keeping the streamlined dev pipeline.

      @sigilbaram@sigilbaram4 ай бұрын
  • I hope you could fix it and are going on strong with the indie deving! I have great respect for you. One thing you should consider: When you start a serious endevour into making a game (or any software) stick with one LTS (Long Term Support) version of your tools throughout the whole process. Don't update unless absolutely necessary!

    @user-lj6jf7wy1d@user-lj6jf7wy1d4 ай бұрын
  • As soon as you said you moved the starting point way far away I knew you were about to have problems with floating point values. I didn't expect the problems to look really cool; that surprised me.

    @marscaleb@marscaleb3 ай бұрын
  • honestly im glad to hear you are not canceling i want ot try it out its been sitting in my wish list for a good while now... i hope it will come out soon at least a beta or something.

    @am_9944@am_99443 ай бұрын
  • Congrats for not giving up!

    @RafaMartinelli@RafaMartinelli4 ай бұрын
  • Usually a game project doesn't update anything. Only if you need the security patch or you have a bug and the patch fixes that bug otherwise you don't update. If you are early in the development cycle you can update, but an update results in testing everything from scratch again.

    @KDSBestGameDev@KDSBestGameDev4 ай бұрын
  • Him: casually changes to fix a game by looking through the universe of code Me: *error*

    @BushMan-js8jw@BushMan-js8jw4 ай бұрын
  • There is an asset on the Unity store that can help with your World's origin issue. It actually moves the origin with or... or maybe it moves it ahead. I don't remember the details. But I remember it standing out from a Code Monkey game asset video.

    @RodneySanders@RodneySanders4 ай бұрын
  • first time watching, but very cool, and good work on cleaning it up! I think the spellbook is very cool, and it leveling up is interesting, I hope you figure it out 👍

    @josephgoldsborough9138@josephgoldsborough91384 ай бұрын
  • 1:59 that Nerd hitted so hard anyway u gained a new sub today, also i think that u are realy crazy to still use unity after what happened

    @pietrobertipaglia7020@pietrobertipaglia70204 ай бұрын
  • 6:16 you can still have hue shift on highlights and shadows if you map the black-white spectrum to a curve in color space, effectively just specifying a several-color palette instead of a single material color. now, i'm a math nerd and not a game dev, so i don't know how to do that or what the technique is called. but that sort of thing might be what you're looking for

    @rarebeeph1783@rarebeeph17834 ай бұрын
  • 2:57 this is why we use subgraphs you can share between objects. Once you get a certain action loop finished you can copy paste that to other objects.

    @ashisharky@ashisharky3 ай бұрын
  • To fix floating error world I track when player goes 5km away from center - then every root object in scene is moved 5km opposite direction back to center, making player and camera in world center again Works smoothly, as long as you keep in mind how it will break your other systems. Makes stuff much more challenging. Yet for player it looks seamless Any rigidobody and camera should be max 10km from center. That would prevent game from physics or rendering bugs

    @StCost@StCost4 ай бұрын
  • If you wanted to, you can make multiple masks for the dark, light and medium tones and have the player shift only the middle one, and have the dark and light tones shift of of the middle tone to reflect coldness/ warmness of the environment? or just set it to shift an x amount so that for example if middle is orange, the dark one shifts a little towards red and darkens and the light one shifts a little towards yellow and lightens?

    @Maksim3l-the-storyteller@Maksim3l-the-storyteller4 ай бұрын
  • For the textures, you can split the rgba channels into base color, highlights, shadows and detail, than you make the collor pallets and asign each color to each channel, it's actually quite simple to implement

    @PDR_Dini@PDR_Dini4 ай бұрын
  • About highlight's and lowlight's shifting hue. Wouldn't it be possible to sample the lightness of the texture to know how much to add or subtract from the base hue? Eh that said you're using the material to change the color rather than script so that'd be probably be fairly difficult to implement.

    @The_Foreman@The_Foreman4 ай бұрын
  • I thought Christmas was in December?!? Looks like I got another present with this Mana Valley Vid! 😍😍😍

    @OfficialGless@OfficialGless4 ай бұрын
  • At 6:18 I sighed relief as I was panicking for you at all the materials for hair. I did the same thing before and quickly found out how opposite of fun this approach is.

    @Pixelith@Pixelith4 ай бұрын
  • 6:28 Im not sure about unity but I do know In many engines, you can have 1 texture map where shadows and highlights are all on their own rgb channel. Then from there you can set up a node system where you take the shadow and highlight and assign them different colors. Then you apply both onto the players custom color with different blending options. That way you can have all hair colors have more colorful shading that isnt washed out. You could also just let players pick shadow, highlight, and base color.

    @bobsteven2363@bobsteven23634 ай бұрын
  • The song at 0:36 is "Some Assembly Required" from the Portal 2 soundtrack for anyone wondering

    @illegalcoding@illegalcoding3 ай бұрын
  • The book and the cat from earlier would both make for fun familiars - maybe the player can have one active familiar at a time, swapping between them for different passive buffs or combat styles? If that ends up working out, you'll definitely have to add a crow/raven as well

    @skweebus@skweebus2 ай бұрын
  • @AIAdev 6:00 Why not just have your highlights as a separate texture layered over the top in the final shader? Or you could save a gradient of colors and apply it as a gradient map in unity.

    @Vode1234@Vode12343 ай бұрын
  • I cant wait for this games release!!!!

    @nanayang_@nanayang_4 ай бұрын
  • When indoors for a tight area, it might make sense to just have the camera stick to a static position in that room and then just look at the player. At least for non-combat situations. Helps it feel less claustrophobic

    @NihongoWakannai@NihongoWakannai3 ай бұрын
  • I think having the book toggle-able could be good. You can have it follow you if you want, and put it away if it’s bothering you. Maybe even with an active or passive effect when it’s out.

    @zeedon@zeedon3 ай бұрын
  • These look like really solid changes, and I hope it makes the game better for you to develop.

    @Skeffles@Skeffles4 ай бұрын
    • thanks Skeffles. It certainly has. I feel like I'm fighting with things much less now. The advantage of going back and redoing things is also experience

      @AIAdev@AIAdev4 ай бұрын
  • 1:35 your words GIVE ME POWER, I DON'T WANT TO BECOME A STATISTIC EITHER

    @Achivus@Achivus3 ай бұрын
  • it's been a while, I forgot about it 😅 mans valley seems rlly fun tho, had it on my steam wishlist for a while now. hope it comes out soon!

    @sklazzTTV@sklazzTTV4 ай бұрын
  • Babe, wake up the new Mana Valley devlog just dro.... Oh boy that's depressing haha. But great work getting everything back on track at least.

    @GingerNingerish@GingerNingerish4 ай бұрын
  • Guys if you flip AIA's name upside down, turn it 360 degrees to the left, scale it up by 60%, flip upside down again, scale it down by 60%, flip it to the right twice and then try to read it, it will still after all that say AIA. Mindblowing stuff.

    @Florrex_@Florrex_4 ай бұрын
  • How did I miss this one?! The float issue is going to nail me at some point, I need a reset to origin thing. Thanks for the tip - I'll add that into my backlog. Love your your videos AI, A.

    @RobLang@RobLang2 ай бұрын
  • Having the spell book open up when changing spells would be awesome

    @Vercidium@Vercidium4 ай бұрын
  • Hey @AIAdev I love your game idea and wish you the best in developing it! I had an idea that I'd like to run by you as well. What if you made a picture snapping spell where you could take control of the spell book and take pictures of yourself or your environment? Just something I wanted to run by you and your followers. Again, love the game! Cheers!

    @ShadyCicero619@ShadyCicero6194 ай бұрын
  • hi AIA. first of all I really admire you for how much hard work you’re putting into your game and I know that game design is extremely difficult and hard work. Have you ever thought about adding a Minecraft narrator style ui reader in your game as a toggle-able option? This would make it easier for people who struggle to read certain fonts/font sizes to play the game. and also be fairly useful to new players. For example, they could toggle it on until they use to the control scheme and use it first and then toggle it off once they’re more familiar with it. I realise that this might be extremely difficult if not impossible, but I have dreamt of more games adopting this aspect to be more inclusive and you don’t know if you don’t ask. I realise they are several downsides to this as well though for example, having the text speech program stutter if someone changes options to quick as that happens a lot in Minecraft too.

    @fatbrittalking5578@fatbrittalking55784 ай бұрын
  • You NEVER upgrade in the middle of a production project....once you get say 10% into your project (I am making that number up), you lock your tech stack and ONLY add or update because you NEED a feature or to solve a serious flaw.

    @scotmcpherson@scotmcpherson4 ай бұрын
  • Just commenting to share my own experience with floating point errors: While creating a tile-based overworld for a project, I felt the need to make it somewhat automated (all I'd have to do was place tiles in the editor and every tile would automatically know its neighbours and where movement was possible). Somewhere along implementing this, I felt the need to attribute new names to my game objects... To include their X, Z positions. I would then use the game object names to help nodes know if they had neighbours or not but I would get some very interesting results, such as a game object pointing to the same neighbour twice, when it intended to point to two different ones. This was due to a slight 0.000000001 or so difference in value (which is normal for floating point values to have when being stored in memory) which would cause incorrect rounding. I had to offset the entire overworld by 0.5 to avoid affecting the whole part of the number, while also running two rounding operations to make sure values were being saved/read appropriately throughout my different logical implementations. It's just one of those things where it *seems* like it should work without any issues, logically, but then computer architecture decides to slap you across the face.

    @NoProGaming@NoProGaming4 ай бұрын
  • I feel your pain fam... Unity did me dirty as well recently I was writing a complex algorithm that had a low chance of success, and after 3 days of continuous debugging, I shut the software down, open it back up, and miraculously, it works without changing anything I ask around, and that's when I got introduced to lock states (you keep saving your file, but Unity low key didn't save it... So your code never ran through because of a buggy software) And don't get me started on the great system transition... I went from something that works to completely destroying my game, and I'm still trying to fix it for the better

    @BahaaSoliman@BahaaSoliman4 ай бұрын
  • idk about other engines, but with Unreal it's a common thing to use Visual script for high level design and prototyping, but most important and heavy calculation stuff with classic code as it performs better.

    @alexanderkartashov8776@alexanderkartashov87763 ай бұрын
  • My first company where I started my career in gamedev used Playmaker for most of the games they were making Seeing Bolt in Unity kinda reminds me of this times haha thanks for the video

    @4aqha250@4aqha2504 ай бұрын
  • The progress is insane.. Damn bruh your really hyping me up for the release..

    @Nufshi@Nufshi4 ай бұрын
  • Fun idea: Make a weird purple realm with very dangerous monsters and beasts. But In this realm the books shakes like when it was glitching.

    @Rhyspectable@Rhyspectable3 ай бұрын
  • To me AIA is content creating game dev god. The fact that you keep working on the same game is beyond my understanding. I need to change project every few days or I would lose my mind.

    @mayanwiner@mayanwiner2 күн бұрын
  • Do u apply overrides on prefabs before transfering them to other scenes? Without applying it may cause some problems :) Great video!

    @michalsankowski9465@michalsankowski94654 ай бұрын
  • Great video as always AIA! Rolling your own save system isn't too complicated and can have finer control over it, have you tried that at all? Also, something to note for you/future devs, if you want to ship on consoles, you can't use playerprefs to save stuff as it they don't work on consoles :)

    @DanPos@DanPos4 ай бұрын
  • visual scripting feels more scary than just plain programming lmao.

    @valentineDev@valentineDev4 ай бұрын
    • You're seriously better off just learning to code

      @ryanshea5221@ryanshea52214 ай бұрын
    • That’s why I stopped learning unreal

      @JasonIdkau-pw8hi@JasonIdkau-pw8hi4 ай бұрын
    • @@JasonIdkau-pw8hi can't you use C++ in UE, tho?

      @rafsai3930@rafsai39304 ай бұрын
  • Fine Works! also if you don't know, cinemachine has collision detection and smooth camera switch itself!

    @AkaNull@AkaNull4 ай бұрын
    • The 3rd person had collision detection but not the orbit camera 🥲

      @AIAdev@AIAdev4 ай бұрын
    • oh.. I don't know about orbit camera but I was talking about 11:51, transitioning(I didn't have it's name in mind so i said camera switch lol)! I'm pretty sure you can do it with State-Driven Camera in cinemachine! (in case you don't know). @@AIAdev

      @AkaNull@AkaNull4 ай бұрын
  • You’re a straight up genius bro, no matter what you decide to do with YOUR game I’ll always be loyal and can’t wait to buy it.

    @bongfidence@bongfidence4 ай бұрын
  • That floating book companion is straight out of Nier: Replicant. Grimoire Wise is such a delightful character.

    @GugureSux@GugureSux4 ай бұрын
  • 10:17 This reminds me of the sonic games on sega genisis. If you plugged in a second controller you could take control of Tails, who usually just follows Sonic, but if you took control the screen still only followed sonic and tails could end up off screen if you didn't follow

    @Readous@Readous4 ай бұрын
  • I would add the book as a companion, but can be put away, With custom options, just with this feature alone you can have a lot of Easter eggs with UX.

    @phigolden2706@phigolden27064 ай бұрын
  • If you want to have realtime multiplayer - you could use a database to save character objects, character customization, etc

    @Taiga.x@Taiga.x4 ай бұрын
  • Your development method and approach hurts my soul, but your video was charming enough to keep me interested in your "Villian" arc and see if it pays off

    @byronmorley2907@byronmorley29074 ай бұрын
  • I respect the "killing my game" instead of "killing your game", cool vid

    @Tobiky@Tobiky3 ай бұрын
  • New Mana Valley devlog!? I can't believe it's been almost 2 years 😯

    @slobbymonk@slobbymonk4 ай бұрын
    • its crazy

      @AIAdev@AIAdev4 ай бұрын
  • seeing some of the customization I kinda hope that if you have a ponytail hairstyle, it doesn't disappear when wearing a hat, I have my hair in a ponytail all the time, and my hair doesn't just disappear when I put a hat on. It's a pet peeve I have with a lot of games with character customization where they just make ponytails disappear rather than having a hat version of the ponytail.

    @AkariEnderwolf@AkariEnderwolf3 ай бұрын
  • Can we talk about the working reflection on that mirror. I'm so used to games just not doing that, even big ones.

    @Bluhbear@Bluhbear4 ай бұрын
  • oh man it s like a slot machine with every new update i start sweating... will it be the end? great develog, love ur work :)

    @ibrabdo@ibrabdo3 ай бұрын
  • Return of the legend

    @vodracseck@vodracseck4 ай бұрын
  • If there is multiplayer in the game it would make more sense to display spell book next to the character and for the actual client make UI book This way players can see if one or another is busy using spell book

    @4aqha250@4aqha2504 ай бұрын
  • Floating point errors are crazy! I do know a bit about them, though. I learnt most of my knowledge on them while trying to make Roblox games a few years back lol

    @ColouredPencilOSC@ColouredPencilOSC23 күн бұрын
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