I put PARTICLES in my Boxing Game | Punch A Bunch Devlog #8

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[Music] what's up noobs welcome back to another devlog episode for punch a bunch these last couple of weeks have been very busy let me bring up the speed we've been repainting the bathroom i've been looking at a bunch of apartments as we're trying to move [Music] i am sticking to my daily run schedule but uh it's a little late i even opened a discord it's now fully running we've got tons of members joining already but more on that later and so now if you're thinking oh ponti that sounds like a lot you probably didn't have much time to work on your game then huh well then you would be wrong let's take a look at what i've done all right so as usual i set up some goals on my trello board for the week and uh actually some of you mentioned that you didn't want me to spoil the episode ahead so uh one thing at a time the first thing on my list to do is [Music] particle i probably seen a thousand comments at this point asking for particles so let's do it the idea is that we want to add some sort of particles when we land a hit to accentuate the impact we can see this in a game like tekken obviously this is so over the top and i don't think this type of stuff would suit punch a bunch but i think it's still a great source of inspiration and at least a starting point for us i've never used unreal's particle system before so i started in the example scene unreal provides and went from there i just started playing around with it to try to figure out how it works [Music] okay i i see why you guys wanted particles now is this enough for you guys is this good enough should we add some more whoa whoa that's cool okay guys here we go can you do this in unity's particle system huh yeah i think i'm getting the hang of this particle system now it's it's actually really good it's cool what oh great i think i know where this is going [Music] what what is going on [Music] help me what have i done [Music] this is like the coolest thing i've ever done whoa that's cool i mean i don't think we can put anything like this in the game but man that looks cool so much for not going over the top i don't know about this i think let's just start over something i've been thinking about is adding like some sort of trail to the gloves you know like a streak after you punch i got something working pretty quickly i'm just spawning little spheres constantly on the glove i wanted to create some sort of distortion happening as if the punch is so powerful it's bending space around it it's like a black hole cool it's looking a little uh watery or something it i think i'm just kind of like it's kind of like um just gonna it's kind of tweaked mode engaged no stop i refuse do you ever get that you're working on something and then you just want to tweak that one little thing just a bit and then all of a sudden 10 hours later everything looks the same and you've just been pulling sliders back and forth uh let's not do that i got it working pretty quickly it was actually a lot easier than i thought i also added just a hint of red in there the idea is that it'll take on whatever color your gloves are since i got the distortion working i also wanted to try adding a shock wave effect similar to what they did in tekken see that i mean it's subtle but i feel like it really helps to sell the impact i really want to be careful not to overdo it but i'm hoping this will look really cool in the end [Music] getting this to work the way i wanted to was a little bit tricky but not too bad i ended up running some sine waves through a radial gradient and that seemed to work pretty well [Music] i'm pretty happy with this result and i'm ready to move on to adding some more stuff in there okay i have an idea we gotta check this out in slow-mo i have a feeling it's gonna look pretty cool [Music] oh wow that looks cool man it's so visible i didn't like when it's real time i don't i barely even see it but it's definitely there that's cool that's fantastic man that's so cool all right i think that's a great start i've been looking at animes and mangas and i really like the little icons and stuff they use to portray actions and emotions and i love the idea of adding something like that as an element to our game i'm still using the particle system to create these but i'm reducing the spawn rate to just like one or two adding some velocity a lot of drag and no gravity in this way they just kind of pop up like this it looks soft see that they're like the they look super soft like all blurry [Music] is it my texture i mean it should be fine okay i'm gonna do a little thing here i'm gonna pause let me grab a little screen grab here put that in photoshop and yeah yeah look at that what the hell like that that's the way it's supposed to look on on the right why is it so crappy looking i spent a lot of time trying to figure this one out a lot i was trying different resolutions different filtering turning off filtering nothing was working [Music] because i've tried like rescaling the textures changing the filtering importing different formats jpeg png everything let's just look at this again you know you know what that looks like shitty denoising it's blurry when it's moving but then as it stops it kind of gets sharp like time-based denoising anti-aliasing or something you know what let's let's look i i think okay let's have a look at something [Music] oh what look at this okay temporal anti-aliasing oh why didn't i check this earlier damn it okay i'm willing to bet my eyebrows that this is the problem oh well would you look at that god damn it okay great yeah good thing i only spent like five hours on that lol all right hey at least it's fixed great man that took a long time though i should have i should have checked that anyways all good [Music] many of you suggested to add some sort of text like pow po sort of like a comic book effect i love that idea so let's try it ah it's getting a little hard to work around here right on my mousepad ziggy is that comfortable wow yeah i do like that it's really cool it feels very uh marvel you know but i gotta say i don't feel like the comic book stuff blends very well with the anime stuff like it it just doesn't fuse very well but okay here's what we can do so you know how i don't know if you played tekken but if you haven't when you customize your character you can customize the punch effect right so you can choose what will show up when you're punching and obviously you can unlock more and stuff like that uh and maybe we can do something similar for punch a bunch where you can choose you know if you want the more anime inspired ones we can have the comic book ones and we can have some lightning and other stuff right i think that could be really cool obviously we don't want to make it distracting so i don't know let me know which ones you like here i feel like the comic ones they're cool but they're a little big and obnoxious and i'm just not sure that they're right so but i'm really curious to see what you think let me know in the comments what you think i think this is pretty cool i'm really happy with this i feel like we've struck a good balance it's not too much not too little but you know it's effective but not too distracting yeah i'm really happy with this so obviously based on how hard you're hitting you'll get a varying degree of all this stuff like when you land a really powerful hit you're gonna get all the particles the camera shake that maybe some screen blurring effect but then when you land a jab or something lighter you're gonna get way less if even anything just to kind of really contrast that and i think that's going to be a great way to indicate how hard you're hitting also of course we're going to add screen rumble anyway so that will also be a way to indicate how hard you're hitting and that kind of leads me to the elephant in the room damage i feel like i've been talking about implementing a damage system since episode three and it's not that i forgot believe me i've been thinking about it this whole time but i just can't come up with a straightforward way to do it see i've been trying to get some sort of number from the ragdoll like how much force is being applied to the head and then we could use that as a way to tell how much damage we dealt when we punched but i can't really seem to find any way to do that i've also of course considered just assigning a random number like say between 5 to 15 damage for a hook and then 7 to 10 for a jab or you know something like that but that just doesn't really feel fair to the game after all this is supposed to be a physics based game so applying cheap rng values to your attacks it just doesn't really seem to make sense for this game i've been back and forth with this i've been looking at different websites reading forums checking videos yeah i'm still not sure what do you guys think morgan would do oh by the way that reminds me i was reading the comments the other day what anyone else chuckle at him showing the logo at 25 just to blur it in the next clip lol are you kidding what's up noobs welcome to another devlog episode for punch a bunch in this episode we're gonna finish up our attack system try out some rope dynamics and design a logo no i completely missed that i did not see that look logo i did not notice that i watched it like a thousand times did you did you see it no five five quid kid epic pegboard for you congratulations man you made it now go tell your mom you just completed your life's purpose see epic pegboard is a bit elusive you never really know what might get you up there not even i know you're gonna have to surprise me okay back to our damage system how we calculate damage is such a fundamental part of this game it has to be good i just couldn't push this aside anymore we need that damage system to be able to continue development of the game the stamina system is hinging on it our health bar is hinging on it i really want a working version of the game where you can play it against a friend but until we have this damaged system in place that's impossible and at some point i'm not gonna lie i legitimately thought that this was the end of the road for punch a bunch until lightning struck my little new brain and the muses finally spoke to me [Music] okay i got it let me one moment what we could do is to just check how fast the hand is going at impact and then use that as damage the faster the glove is traveling the harder you hit but that could quite easily end up being chaotic and just feel random especially looking at something like this i want the game to feel more intentional i want the player to feel like they are in control if we look at real boxing the power comes from the ground you turn your hips and lean into the punch for maximum power remember last episode how i built this system that can detect which way we're leaning i was going to use that to determine which attack to trigger but as you know that didn't really turn out but i decided to repurpose this system with some slight tweaks the first step is to understand when the player is leaning we're going to use this motion to amplify our punch strength i put a little arrow here to visualize how this is going to work don't worry they won't be in the final game it's just for now you see how swinging around the boxer's body is building up energy in the arrow and then when you stand still the energy sort of deflates okay so that's great we can use this as a sort of multiplier to how hard we're gonna be punching if you lean your body into the punch you deal more damage okay but we also need to know if the player is actually leaning in the direction we're punching it wouldn't make sense to amplify the hit if you're leaning away from your opponent so next we're gonna add a red arrow this is gonna be the direction the glove hit the opponent this way we can tell where the punch is coming from to make things even more confusing i'm gonna add another arrow i know just bear with me for a second here this all makes sense in a second the blue arrow represents where our green leaning arrow was at the point of impact when we punched so it just freezes in place where the green arrow was when we punched i'm gonna remove the green arrow just for now to make things a little less confusing okay so now we can see when we land a punch which direction the body was leaning and which direction the punch landed we can now compare these two arrows to see if the player indeed was leaning into the punch or not to do this comparison we're gonna use something called a dot product that's right i know what a dot product is i actually learned about that in the unreal engine c plus plus course with ben on udemy links in the description i won't go into detail on how a dot product exactly works but essentially it'll allow us to compare the two angles awesome now we know if we're leaning into the punch or not next we have hand speed i think we definitely should take the speed the hand is traveling into account otherwise what if the hand is just gracing the head and it's registering as 100 hit that just wouldn't make any sense i built a little system that detects the speed of the hand and also adds a light smoothing so that we don't get any crazy values the teal arrows on each side indicate how fast each hand is traveling the next and last thing we need to think about is how far down did the user press the trigger button a light tap should deal less damage but also of course cost less stamina and if you hold it all the way down it should be a full swing well that's a simple one because we already have that working and now to the tricky part ah you thought we were done now we gotta take these three things and combine them into some sort of damage number and i hadn't really gotten this far in the thinking process i spent some time trying to come up with a formula to calculate the damage and then i realized i suck at math life is so unfair what's up i can't do it it's too hard hard stuff is not easy hard stuff is not easy she says that's gonna be like this statement of the century or something hard stuff is not easy [Music] okay i've got something check this out you probably don't care too much but if you do here's the formula i came up with we take the glove speed times the leaning magnitude times how far you held down the trigger it would look something like this cool let's try this oh man that's cool yeah this works this is actually i i think we might need to tweak the numbers but i think it works i can i can predict how hard i'm gonna hit like it that's kind of the point but yeah this is a great start i'm actually this is great this whole thing has been on my mind since i mean basically since i started this project oh man i'm so so happy we finally have something working this means we can get started on uh a health bar a stamina system knockout animations and soon we'll be able to activate the second player so we can actually play locally against each other which is so exciting okay so let's talk about discord i finally opened the gatestar discord server this week we already have tons of great people in there we even have some mods they're amazing and super nice so be nice to them and obey them they can kick and ban so yeah join in and let those ziggy memes flow it's a really great community and you really should join we've already seen some fantastic fan art cute animals and epic memes but okay one thing though you guys got to promise me that you'll still leave me some comments on my videos because you know i need that google algorithm juice so join in but don't forget to comment on my videos okay anyways if you want to join the new barmy all you got to do is click the link in the description there's going to be a captcha bot just verifying that you're human when you join you'll get a message just reply to that with a code you see and if you type in the wrong code just leave the server and rejoin and you'll get a new code so i think the next step is going to be to make the health bar and start working on our stamina system but that'll be in the next episode make sure to subscribe and hit the bell so you don't miss the next one and i'll see you in the next episode bro [Music] punch
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Channel: Pontypants
Views: 83,433
Rating: undefined out of 5
Keywords: Unreal Engine, Gamedev, devlog, development log, boxing game, UE4, making a game, making my first game, indiedev, indie dev, indie game, indie, make games in unreal engine, dev log, gamdev log, how to make a game, blender, 3d game, cute boxing game, pontypants, indie game devlog, indie gamedev, gamedev journey, making a game journey, game development, Unreal Engine Physics, vlog, ragdoll, animation, physics game, unreal engine particles, particles, particle system, ue4 particles
Id: RSsE85XZmS8
Channel Id: undefined
Length: 20min 35sec (1235 seconds)
Published: Fri Aug 07 2020
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