I Made a Game about Shrek, it will DESTROY your PC

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well let's make a game about donkey I didn't exactly know how the game will look or even what the exact genre I wanted to be but one thing I know for certain winning tracking it I found strike model on SketchUp and imported it directly into Unreal Engine to bring it to life I need some animations so I opened miximo and got a bunch of very useful animations time to make a playable Shrek character I mean it was worth a try but from now on I gotta use the Thriller commotion plugin the only problem is the Shrek model I got from SketchUp has really up skeleton and to make it work with anything Unreal Engine related I have to go back to blender and rig it to Unreal skeleton but it was 100 worth it so now I can grab any animation that's supposed to work with unreal's mannequin and slap it onto my Shrek card and it will work just fine the character looks good now but how can Shrek exist without this swamp what I always wanted to do is to recreate this scene in Unreal Engine all I need is vertex painting a lot and I mean it a lot of Mega scans and too much free time I have no idea how to spend [Music] oh hey it's been a week but the swamp looks great while making the swamp I did Implement a bunch of small details like these footsteps with sparkles or stuff like water splashes at this point I am still not sure what game do I even want to make I mean I have Shrek and a beautiful swamp but what is the gameplay should look like I was always in love with action RPG type of games and why not just make one won't it be fun if you can become Shrek and slay some monsters and get some Loot and the idea was born fairy tale creatures invade the swamp and you should protect it you will collect Epic Loot along the way to become stronger and stronger to progress through the endless waves of enemies attacking your swamp so we need a bunch of skills monsters to slay and Epic Loot to collect I decided I want to start from monsters and grab this Gingerbread Man model from sketchful I went through the same steps as for the Shrek character gutter model grabbed some animations from miximall adjust the skeleton and animations in blender and imported it all into Unreal Engine to create a ginger character I then proceeded to make a simple AI so it will follow you an attack once in a Range we want to protect ourselves don't we so I went on and implemented Souls like Target system we can press the button to select the closest Target and enter combat stats the camera will behave similar to souls like games and will be fixed on the selected Target and before we continue I want to show you something I've been working on in a backup copy of the project I completely remade lightning shadows and Ambience of the whole scene I don't have enough experience with real 3D environments but luckily enough I met the guy whose name is George and he helped me a lot with the tips on how to improve the visuals of my scene I think you can just see how much the swamp has improved so I want to express my gratitude for all the tips to George after I finished visual changes in the backup project I merged it all with the main project so we can continue with our combat system [Music] I polish the combat system a bit adding Target switching Mark above the current targets and health bar on the top of the screen I implemented Miller combat and animations for it and set up collisions for damage system I can check for collisions in appropriate moment and deal damage to every enemy colliding with invisible spheres on Shrek's hands for now I made enemies just ragdolling after death I also did the damage numbers open up on the screen I'm not completely sold on this so it's a subject to change to have something to start with i implemented a simple wave system mostly for the convenience of testing this is a temporary system I will definitely rework later a heart of gingerbread man is nice but we need a bit more diversity it's 2023 after all so I went back to sketch swap found a perfect villain and went through the same steps of creating and animating the character all over again this time though make summer completely took care of rigging what we have at the end is a perfect character ready to pop off I'm sorry the posts will run at you and some Times cast his own liability tornado damaging everything on its path to spice things up I added another fairy tale creature Pinocchio I decided to make him range since we already have two melee enemies he will pick up stones from the ground and throw them at you I really wanted to add a big bad wolf as well but the best model I found was the one from Shrek's super Slime game and it was pretty outdated so not like that but hey we at least have three types of enemies now [Music] the next step in a big picture is to implement ability system I created a bunch of UI elements in procreate and Photoshop and put them all together with unreal Motion Graphics designer I obviously took inspiration from real action RPGs the result is pretty decent in my opinion I then designed and implemented six different abilities for the game first one is a tornado or Cyclone you become a devastating tornado crushing everything on your path and dealing damage to surrounding cannabies it's a challeng ability and you need enough money to sustain it that's such a classic ability from Diablo games that I just had to implement it the second ability is ground slam you leap forwards damaging can knocking off all enemies upon Landing it's a perfect ability to use to engage and disengage from combat I'm a big fan of lip slam from Path of Exile so that's where it comes from [Music] honestly I can do it all day long your third ability is dense you're burst into a dance Dylan glow at increasing grid each take damage to all enemies in an area the plot twist is that you firstly completely stationary and secondly have to sustained Mana to channel it the next ability is an earthquake slap the ground to call a wave of spikes in front of you each dealing some damage in an area around them meaning they can overlap causing giant amount of damage if you position correctly your next ability is a Nerf bolt you can't directly use it but while in a slot it causes your combat stance become a magic stance each Auto attack your left click will instead fire an earth bolt during damage and knocking off the first enemy on the way or even multiple enemies if they are close enough and finally I made a special potionability drink a potion to restore some percentage of your health you have limited potion uses which will reset between waves of enemies after creating all these abilities I had some real fun with fixing a lot of bugs a lot foreign I also started thinking about what a finished project should look like and here's my thoughts even though I designed six abilities every one of them is a complete tool to deal with monsters to give you some examples you can only use tornado and succeed you can only use earthquake and be just fine you can even go all in and just use your auto attack so you don't actually need all abilities I designed only one or maximum two of them I would even argue using couple abilities will slow you down and create non-optimized gameplay which kind of brings us to the next topic loot you see in action RPGs loot usually comes in a form of equipment or gear for your character sometimes in the form of gold or some other currents but I don't have any plans to make a whole gear your character system it's an another level of complexity and I just want to finish my small project but I already do have a skill system in place so what if instead of gear monsters will drop abilities and various passives which enhance your character let me explain the character starts with no skills only with other attack and should fight some monsters to drop various skills I will divide those in two categories abilities one of the six I created and passives you can't use passives directly but they will give your characters some stats for example there might be a passive skill that gives you 10 attack speed and 20 physical damage a perfect passive to use with your tornado ability with that said I proceeded to create skill shards physical representations of skills in the world you can interact with and collect basically all looting game comes in the form of skill charts when you collect A Shard it can give you one of the six ability we discussed previously or a passive skill I created a special interface window where you can see all the various skills you have collected you can then choose which passives and abilities you want to use by putting them onto your skill bar which basically creates your gameplay style for example you can choose to use a tornado ability and 5 passive skills which enhance my only act ability look now I can sustain the Mana cost and don't worry about my Mana anymore this system adds a whole build making player to the game which I find really cool every Shard has a name in the world but they're just cosmetic I found a giant adjective based on the internet and parse it inside Unreal Engine I didn't clean it up so it can generate names like made up shards or hilarious Shard which is pretty hilarious to move on with the loot I firstly added a special start window for player to see current life Mana attack speed area of effect damage reduction health and Mana regeneration and different damage modifiers like physical damage Earth damage attack and spell damage a passive can grant you up to 4 random stat bonuses to create a sense of progress loot should be better and better than more player progress through the game I made a quite complicated lead generation algorithm which I'm not sure you really want to hear about but I can say that it's basically just a set of functions from a set of world tiers to a set of FX tiers to be completely honest at the moment of recording this which is like 2 months after making color generation algorithm I can even tell how exactly does it work but it does here is dilute from Wave 1 wave 5 wave 10 and wave 15. as you can see in later waves passives usually have more stat bonuses and these bonuses are way more significant I also dynamically change the icon of opacity to reflect its relative power [Music] here is a cool thing about stats in my project I spent some time to make them really matter some starts like life or Mana are straightforward but that's like attack speed aerial effect and different damage modifiers directly impact all active abilities for example here is the tornado with no additional attack speed and this is a tornado with 200 attack speed you can see it damages enemies way more frequently as well as drains your Mana here is a better example ground slam with no modifiers and ground slam with 200 attack speed this is an earthquake ability pretty impactful let's set our Arrow effect bonus to 200. way more impactful right tornado with some Airy looks juicy as well after all that I went back and reworked the wave system firstly I renamed waves to days and now they are not endless you have 21 day of different fairy tale creatures in Waiting pure swamp if you made it through all 21 days you completed the game but each day enemies get more health and more damage as well as new types of enemies appear so I made sure it's very difficult to survive through all days I implemented the switching command after surviving a day you can choose to repeat currently go back to previous one or continue your progress in the next day which completes the game Loop you fight enemies get load improve your character with the loot you get choose your passives and abilities and if you are strong enough go to the next day if you don't feel like you're strong you can Farm some passives in the current day or even go back to the previous one I also made a bunch of small changes and Bug fixes like combat polishing adding a custom cursor death and day reset [Music] ability stool tips and the very first message you see when you start the game finally I added some background noise music and some Shrek white slides you hit like a pixie I found them on YouTube straight from the Shrek 2 game get on an ogre's bad side Shrek will occasionally throw a phrase or two head hurts I added sounds for almost everything most notably abilities I'm not a sound designer by any means so they all came from my library of marketplace assets the very last thing I want to show you is this cute sign and now I want you to follow me on my very first playthrough when you start the game and try to interact with Shrek's house you notice some weird noise behind you inside of nothing but my fists it might take some time [Music] see now you've gone and made me angry get some Loot and I can go check it out I moved skill window to the iconic outhouse [Music] seems like I got an attack damage passive which will help since it increases damage to its fists as well even though I didn't get any active abilities I feel confident enough to jump into the next day thank you that passive boosted my damage quite a bit [Music] all right that's enough I actually get slapped on the Thursday next time I'll sit on you so I got back to the day two and farmed it a bit to get better passives and maybe some active abilities dude [Music] I'm bigger than you I looked at the potionability and another bold one but after I started the third day I found myself running around and waiting for my Mana to regenerate [Music] it wasn't hard at all it was just tedious so I got bored and quit I did my second third and fourth playthrough trying different skills with different passes I found some over performing skills some underperforming ones and some game breaking bugs as well I went back and did some balancing changing almost every skill in some way changing enemies and loot scaling and fixing a bunch of bugs first real playthrough felt way much better there were no incredibly busted abilities enemies felt challenging enough and it was a lot of fun to try different builds passive management was still quite tedious if you have a lot of them but the game is in a much better State overall of course it will be even better with more improvements and balance changes but hey I gotta finish somewhere at the end of the day it's supposed to be a fun prototype for a YouTube video about Shrek because we all love Shrek by no means this is a finished game but I will still upload this project on my h.io page if you want to explore and try it out it is probably a very heavy project since I used a lot of Mega scans and high quality textures so if there is no link in the description it is probably still uploading or I am already in jail for an IP Bridge still if you enjoyed the video I will really appreciate your like and comments but anyway see you next time
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Channel: Fat Dino
Views: 2,770,915
Rating: undefined out of 5
Keywords: fat dino, game development, gamedev, rtx is on, rtx on, game, ue4, dani, devlog, unreal engine 4, so i made one, indie game devlog, unreal engine 5, computer science, how to make a game, ue5, unity, unreal engine 5 tutorial, shrek, shrek 2, shrek game, fatdino, shrek rtx
Id: Fpfvmbeua0w
Channel Id: undefined
Length: 19min 19sec (1159 seconds)
Published: Thu Jun 01 2023
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