Watching GameDev Tutorials Be Like...

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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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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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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 ;)
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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

I really hate April fool's day.

joshwa
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Looping the recursion twice before repeating the cycle is real secret ingredient.

sgtpeppr
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Actually my favourite April Fools video, it teeters so closely to the edge of totally believable and complete bullcrap, it's honestly impressive.

zbi_
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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.

WallJumpGames
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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

merukit
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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

SaadTheGlad
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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.

oneirmancer
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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!

TNTDragon
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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.

cirecrux
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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...

TheColorman
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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...

PainSled
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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!

mondobe
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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.

ThePC
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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.

artemisDev
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It's like watching a hacker movie except in my head i'm imagining the script you *wanted* to make.

enovale
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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...

kunai
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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.

hederlunden
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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!

VitorGuerreiroVideos
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Man, I'm so glad you shouted out Encabulator. Such an under-rated interactive cinematic experience.

calebbennetts
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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.

joezcool