Комментарии:
gluing libraries like a pro.
Ответитьcan we play this game somewhere?
ОтветитьThis is so scaringly good for something made in a week that made me have even less respect for asset flips on Steam.
Ответитьman, the air plane controller is sweet, love it <3
ОтветитьYooooo. Did you really show us how to make a open world game in 12 minutes???? Wow
Ответить@CodeMonkeyUnity you could also take a look at MicroVerse
ОтветитьHello 😃😃😃, please create video where you watching my game in itchio for gamejam, please😢😢😢, i lrss my hope😢
ОтветитьIs the vegeation that gaia sets up on the terrain streamer getting loaded en unloaded
Ответитьcan you be my dad?
Ответитьwew bro has big arms
ОтветитьHi Giga Chad , thanks for the tutorials and help :)
Ответитьstep 1. Dont use unity lol
ОтветитьGigachad code monkey
Ответитьthis is seriously very useful. I'm tryng to figure out what tools to use at the moment, and seeing these tools and the steps you take to make the game is SO incredibly helpful. I hope you do more of these in the future, even if it's small simple premises
Ответитьholy shit are you the guy on the reddit ads?
ОтветитьI was going to give the video a thumbs up but there's something I just can't overlook, I just can't overlook it. Why just why is the game engine on light mode 😭😭😭😭
Ответитьwhy it take one wekk
Ответитьi believe the different between good game development and great game development is utilization of resources like the unity asset store
ОтветитьCan you do something with your voice so it sounds more human? Use a voice modulator or something or just hire someone with a nicer voice to speak in your place.
ОтветитьOne can do it if he is the code monkey
ОтветитьThis is amazing to watch
ОтветитьTo the guy in live chat who said Microverse is better than Gaia:
They're different tools for different purposes, you can't just compare them like that. Gaia replaces Unity's terrain and is intended for procedural worlds.
Microverse, however, is just an automation tool for Unity's existing terrain. It's not procedural generation, it doesn't have world streaming, you just hand-place stamps and set rules for them.
work done perfectly
ОтветитьAmazing & inspiring!
ОтветитьIs the transition between the player and the map created with a cinemachine transition?
ОтветитьDude can make Zelda in 3 weeks 😂
ОтветитьWow, out of everything, that responsiveness was the slickest thing. The character moved fast, hit fast and felt like an Overwatch character with it's speed.
Even the plane summoning, grabbing on and ejecting were slick and had the same punch to them.
Pretty dope.
Code Monkey rocks 🥇🏆
ОтветитьDude suggest me on C# books
Ответить👍
Ответитьwhoa. Who knew code monkey was a total hottie? Good for you bro!
ОтветитьNow
To speed run the game
yes you can 1 - 2 - 3 weeks doesnt matter we ll follow to the end
ОтветитьSo technically this is an open world game, but you literally move between castles, and quoting one guy "If everything in open world game possible without open world there is no need for it for this game"
ОтветитьI'm honestly impressed, this does help quite a bit, using assets is really a great way to either make a quick PROTOTYPE or to make something quickly for release
But i wouldn't go for assets personally if the project is meant to be dragged for long as they would most likely get in the way (Custom feature that is hard to add, breaking updates, bugs that you can't really edit in some licenses..etc)
Great video nevertheless, an inspiring man as ever, well done
You amaze me everytime:O Such a great job <3 But one think I want to know, if it's possible. I workiing on a similar effect on my game, where the player can shoot a line via trailrenderer to an object and if it hit somthng that can be pulled to the player, than i want it to get to the player. How did you do, that your line, which you shoot to the plane has noice or something while it flys to the plane. I hope you can help me. It such aa beatiful effect:O
Ответитьi like your tutorials but this video is basicly "how i made an assetflip open world game in one week". so it's 12 minute ad video for unity and less of "can i?".
ОтветитьGame looks very cool. It looks like a finished game i would play
ОтветитьHey code monkey! I'm in portugal for a few days, I told the wife I was keeping my eyes peeled hoping to see a code monkey shirt walking around the streets where we are visiting! Were from the US! Visiting lisbon and other areas around.
ОтветитьPretty funny how this game has already 10 times the content and is way more balanced than Dreamworld ever will be.
ОтветитьCan you make a tutorial on how you made the minimap? Great video!
ОтветитьThis is super insightful dude, love this content!
ОтветитьAwesome Video!
ОтветитьCould you make a tutorial on the plane controller? Great video! Awesome to see how quickly you could produce this!
ОтветитьThis man is easily one of the best programmers I have ever watched.
ОтветитьI have absolutely no experience in game development. I'm confident that I could make an open world game in a week... it would be garbage but still...
ОтветитьYou really inspire me to learn how to make games. I always wanted to do that as maybe a job but felt too much pressure to succeed and fear of failing, but the way you do all of this so seamlessly makes me want to learn, since you make it look so fun!
ОтветитьIt's insane that this terrain tool exists! I built one myself and it took months!
ОтветитьYou have smart assets usage. I would like to know the fps when the camera shows a far horizon of terrain, I saw the occlusion culling of the terrain when not being rendered by the camera, but I do not know if it is enough for good performance (maybe yes in your PC but not in low devices). Did Gaia create by default this load/unload terrain chunks? Did you consider using LOD for terrain chunks? I do not know if Gaia 2021 has the tools for both operations or if are needed for a project like this one.
Thanks for sharing your experience