Generating my dream game | Procedural Universe Space Exploration Indie Game DevLog | Matter Flow

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hello everyone my name is Argost and this is the game development log for the meta flow game project I will tell you everything about this universe I'm making but first I want to thank you for bearing with my accent and wish farewell to those who couldn't he still needs a lot of work why my English hurts you've never used them now let's set up some context as you know they say we're boring to lay to discover the earth and too early to discover the universe almost everything is already known and for a chance of a new discovery you often have to devote your entire life to it our universe obeyed magnificent and beautiful does not make things easy either turns out everywhere we look the universe is uniform and made of the same stuff we have here on earth so even if you go out there which is pretty much next to impossible you'll find the same chemical elements in the same physics which will most likely produce the same piles of rock everywhere some argue it's enough but I always dreamed of exploring vast space not only to see new planets but to find completely new things nobody has seen before what if chemistry of other star systems were differ resulting in stuff being unusual there it would love to marvel at its weirdness understand its traits and inner workings to come up with ways to use it to my advantage and then share my knowledge with others I wanted to be an explorer scientist with an entrepreneurial streak to experience revelation of unique knowledge or maybe an old and long-forgotten one to understand and fathomable motivations of aliens and yeah maybe save the galaxy but in true one-of-a-kind way so my story in this universe big grand or small would be actually unique and impactful at the same time this is why I started to make matter flow [Music] seamless and dynamic procedurally generated universe where every new solar system would be full of things and events most of which are new weird and unknown even to all mighty internet so everyone could be a Discoverer traditional methods of game development where every asset is meticulously made by the hands of dozens of professionals are not available for me even if they were frankly that wouldn't help solve the task at hand it takes up to a week of work to create a 3d asset and it takes just a second to look at it and once you do you'll recognize it anywhere no budget will allow making thousands of unique things for each player to explore and I'm just a solo developer with no budget this is why I've chosen to go all-in as they say and make one system to generate it all so every space station every starship weapon chair lamp down to the smallest inventory items are made with the same leg like pieces by the game itself in real time this allows me to not only create millions of barians of each thing but also add new stuff in a timely manner looks like this game lacks futuristic sledgehammers and I've been a fan of sledgehammer since fall out to most games get better when sledgehammers are involved ok I've just added a million of them to the game that didn't took too long and no modeling required when I make improvements on one thing this means I'm improving everything stuff you see right now is made out of 350 small art pieces and actually just two textures I hope to add at least ten times more chunks in the future if you ask any seasoned game developer they will say this is not how things are done it's very risky not precise it's limiting not performant and any artists can make stuff much better than the computer ever will and they are right but I see no other way to achieve dream so trying this will be worth it for me even if I fail also I feel like this generic fractal like computer art suits this universe sometimes it's almost like the math behind this pseudo random dance is trying to tell me something I don't know or maybe I need to stop drinking so much tea so yeah did they suggest starting small and easy well I am doing everything wrong quantity over quality check everything so generic check programmer art and game design check and check if this is up your alley or you just want to watch me fail spectacularly you can use your omaree click to make the subscribe button very grey first version of this game will be about trade millions of stars in this universe have Dyson swarms of space stations each swarm is up to a hundred thousand stations each of those has persistent procedurally generated roguelike interiors where player can find a loot and trade myriad of different things to move from station to station you use your ever evolving garage of spaceships they all have different parameters and handle slightly differently and now it's time for me to shamelessly state that being able to do this project full-time someday would be a dream for me sadly Kickstarter and IndieGoGo don't work with my country I do have PayPal so I'm poking around of patron and if this happens I'll try to dial it back into a possible new but if you have ideas for how to do a successful crowdfunding campaign or any other questions or suggestions I would love to read them in the comments or on my official discord links are in the description thank you very much for watching this video and I hope to see you in the next one where I will share some stuff about the lore and the mechanics of this universe thank you and keep in mind your flow is what matters [Music]
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Channel: Matter Flow
Views: 23,019
Rating: undefined out of 5
Keywords: devlog, tech demo, development log, No Man's Sky, Star Citizen, space exploration game, game development, matter flow, matter flow game, stuff in space, procedural space game, procedural indie space game, procedural item generation, procedural space, procedural universe, infinite universe, indie game, indie development, game dev
Id: BTAwudh9oSA
Channel Id: undefined
Length: 8min 10sec (490 seconds)
Published: Wed Feb 26 2020
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