TCB: Content Dump #1 [3 Godot Games]

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I don't think I can parse this right. It started like a devlog, but covers the timespan of at least a year of work?!

👍︎︎ 2 👤︎︎ u/Kaligule 📅︎︎ Mar 29 2020 🗫︎ replies
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[Music] hello everybody and welcome back to the channel it is Saturday which means it is time for a Content dump now this is the very first content dump for the concert bay platform so what this basically is is an overview of all the new content that is now available on the console beignet platform as of right now these are the videos that I've been recording over the past week that are now available for the concept bay members now if you don't know what the console beignet is there's going to be a separate video which we'll post in the cart in the description and in the comments so you can take a look at that so I don't actually take up the time from this presentation and because this is the very first video I'm actually going to be covering not just the content that I've done this week but actually all the content that is available on the platform right as of this moment there is a total of 3 projects that currently exist on the platform which I need to cover in this video so keep in mind it is going to appear longer than what I think a usual content dump video length will be so you can locate the timestamps for each individual project or course in a comment section and description so without further ado let's get into it first on the list a game called Dream Team theater being developed in G dot engine this is a game that attempts to combine a couple of things borrowed from a bunch of different games that I like RPG elements from the borderlands series general style and visual aesthetics from the first Bioshock game and the play style of Call of Duty Nazi zombies first couple of episodes is pretty much all about doing concept art research getting some ideas from real-life references and sketching in pretty much the design of the very first gun that spawned this idea in the first place this all actually started as pretty much me just trying to make some sort of an interesting weapon next up we've started setting up a first person shooter character in G dot engine the cameras the camera helpers as well as the first person character code to allow the player move around the three-dimensional space we started sketching in the basic environment layout the level lay out and try to match the scale of the level to the general scale of the player we performed a few tests and experiments with the gadot Engine materials mainly just to get a feel for what gadot offers in terms of visual tools there were quite a few peculiar observations I've made in terms of both gadot offerings and my hardware we've continued laying down the basic level layout prepared a test grid texture so we can actually judge the spacing and dimensions of our 3d objects after which we have started working on the block mesh using basic simple shapes to outline the placements of various objects in the level in order to figure out the pacing and the level layout before we get into the heavy modeling we've also established a few potential lighting placements notably one of which was meant to serve a functional and a dramatic purpose throughout the episodes I switched between different tasks in order to keep my mind fresh and active if I stick on one single subject for way too long I tend to come up with less than interesting ideas that I end up scrapping later on anyway so it's easier for me to just switch between the tasks to keep my mind active and bring my a-game to the table we spent the next little bit expanding on a level layout trying to come up with some interesting geometries that would be fun to traverse then as a change of pace we have decided to switch to try to model our weapon sketch into an actual 3d object we have gotten its to a point where all the major parts of the weapon are in place but we've left any sort of detailing work until the later time where that's appropriate shortly after we go ahead and programmed in the ayran site mechanics for your weapon it's kind of roughly blocked in mainly because there's still quite a lot that I have to do in terms of the animations for the weapon so I'll leave the smooth transition between the regular state and ironside state for the later date after which we get into planting the seeds of basic enemy AI and establishing a navigation mesh in the levels so that the enemies can comfortably traverse the three-dimensional environment we dive into the documentation to figure out the methods and properties we have available to us to program the enemy navigation and behavior and ultimately achieving in getting a single enemy to use the navigation mesh two paths find its way towards us in the level environment we end up spending some time exploring and experimenting with the generation of the navigation mesh mainly to make sure that the enemies don't get stuck on physical objects to have collision shapes in this shot you can actually see the zombies silhouettes showing up on the white background caused by the light that I've placed earlier this is actually the same light that I've talked about that I wanted to serve a more dramatic purpose those shadows on the walls that's what I wanted to see I wanted to craft a scenario where the player walks into the hallway and sees many shadows crossing across the walls he will turn around and run the other way in the following episode we switch gears a little bit and decide to model texture and program a single asset one that is pretty prominent throughout the entire game an old-school television the premise of the game is that you are a participant of a survival television show and the host of the show is constantly communicating with you via these televisions scattered all over the environment a big part of this feature was actually creating the shadow material that adds a little bit of noise offsets and glitches the texture of the TV screen a little bit to make a convincing effect there's a lot more that I want to do for this but I got it to a point where there was a good start I try not to commit too much time into a single tiny aspect or detail this early on in the game another pretty major aspect of the game is this loot drop shoot hatch which sticks from the ceiling in the hospital level essentially it's a mechanic that allows players to spend their in-game currency on a crate filled with randomly generated weapons with random stats the animations for the hatch door have actually been handled right inside of gadot engine animation player which surprised me at just how versatile and flexible this tool is I actually find myself relying on this tool more and more for animating various mechanical and some organic applications in the game rather than relying on blender and importing and exporting the animations into gadot later on with to go back to the TV model and change the fundamental method that we used to texture this before I was using a separate material for the plastic in the wood and the screen whereas now I've decided to properly uv-map the the object and create a dedicated texture for it using substance painter this did prove to be a little bit tricky at first because substance painters export settings have to be set up in a certain way to properly export normal data into something that gadot engine can actually understand we had then spent some time doing some concept art research of film theater and backstage equipment considering that this particular level predominantly takes place in what is essentially a backstage of a show it would only be appropriate to draw some real-life references for what a backstage actually looks like so that we could populate a level with the appropriate props and objects all I did here is take a screenshot of the level environment and just paint over it and sketch in the various objects that are going to be located in various parts of the level as a matter of fact one of the components of this level is the merchant's booth which you can see right at the end of that red carpet this area I had a lot of fun working on and that includes both the space and the character inside which is why my next step was precisely to work on that particular area we reserve some space in the level mesh created the Merchants shop window and then created a frosted glass material which destroyed anything that was behind it and this particular material went through quite a few revisions we run back and expend a little bit more on the level layout and then started working on the concept art of what was going to be the merchants character sitting inside the very booth we were just working on I ended up settling on the following design idea and shortly after proceeded to model the character in blender we've also set up a character rig process due to the fact that this is a mechanical character was actually a little bit easier than if it was an organic one we've performed all the necessary UV unwrapping to make sure that texturing a substance mater is a pretty smooth sailing then pop the character right into substance painter and went at it I had a lot of fun texturing this particular character got the white streaks in the moustache got the fake monocle that looks like somebody drew it in with a permanent marker I just generally had a blast putting the colors onto this character even came up with the little quest for this character something along the lines of some ruffians getting into his booth and drawing dicks into space and him hiring you to execute his revenge in the following episode we switch up gears a little bit and decide to handle the weapon shooting mechanic we program in the Ray casting feature in order to detect where the projectile is supposed to end and then positioning a test sphere at that particular location we also program in a placeholder particle to make sure that when the projectile hits the surface it emits a particles in the direction where the surface is facing shortly after that we actually start programming a feature which I'm borrowing from Borderlands where the damage markers pop off the enemies as soon as they receive a hit from the projectiles this will be one of several mechanics that I'll be borrowing from Borderlands the next little bit is gonna be addressing a pretty major problem which I have come across in gadot engine the problem is that when you're working with large levels you end up with a large mesh and get attention just like many engines out there suffer from the what seems to be a hardware limitation that a single mesh can only be lit up by only eight lights unless you work with some sort of custom shader and code your own lighting system that work of a different way these are the limitations you have to work with the key to that is splitting your level in multiple meshes and the problem with that is that now you have to export each individual bit one at a time from lender now thankfully gadot engine offers the blender plugin which exports scene files directly interpret ingot engine as if it's a native scene which means that all the individual objects in blender are also showing up as individual objects in this scene in gadot engine in addition if you follow a proper naming convention you can actually get this plug-in to generate collision shapes for you and considering the fact that you have to split your level into many different chunks it would quite a while clicking on every single chunk going to a menu and clicking generate collision shape for each individual mesh so when it comes to levels with densely packed geometry this saves you a colossal amount of time the only problems that at this point in time that plugin is glitchy as I have to delete import files when they put the file into gadot engine and I have to sometimes even export the file multiple times but the benefits outweigh the costs so I endure in the next a little bit we model reassemble and program a dispenser button however we do so in such a way that makes this button reusable to drive really any mechanism in the game anything that can be triggered can be triggered using this particular button and we achieve this by not tying the button to any specific node in level but instead tell it to just talk whatever we tell it to talk to and once again in the following episode to keep things fresh we go back to level layout and come up with some new zones for the player to traverse this particular section of the level was originally meant to be like a sewer level because every game needs a sewer level and I even went as far as borrowing the idea from left4dead where there's a sewer level with an overhanging catwalk that breaks in half partway through the sewage dungeon eventually I decided to switch it up a bit and instead of having yet another dungeon we actually gonna try to make it more chasm like the main idea here is that most of the level up until this point has been predominantly horizontal in its general design and adding a level of verticality now in this section will pretty much differentiate this loan from the previous one which the players have explored so far we end up adding quite a lot of geometry in these episodes hallways staircases rooms all the while I'm constantly challenged with the task of actually making it look and feel and play in an interesting manner and really try not to make levels just for the sake of making levels eventually we start experimenting with atmosphere and then from all this experimentation a flashier inspiration made me think of an idea of having a submarine which will end up being home of another merchant character in the game trapped in the sewage basin against his own will which of course ended up spawning the idea for another quest where the players are tasked on collecting certain items throughout the level and freeing this character and his submarine from the sewage by opening giant vault doors speaking of vault doors something that I'm going to be borrowing from fallout is a door design for an entryway to this bunker that tied into the lore of the game this is one of the challenge levels where the entire section is designed to be a valve you enter it that you can't exit it unless you push forward and this section here will essentially have the players make their stance against the onslaught of enemies while the door quote-unquote is booting up we ended up discussing a subject of replayability when it comes to this game we talked about how to make this game in such a way where it offers new content every time you play and in order to absorb all of the content that game has to offer you have to commit multiple play sessions to achieve that having spent quite a substantial amount of time on level design it was finally time for a switch and working a little bit of concept art for some of the regularly reoccurring items throughout the level like for example this health-giving vending machine I try to use a lot of real life references combining various styles and various sources of inspiration like for example these old jukeboxes and radios and the old coca-cola machine to make up the final design of our own vending machine we end up doing the same with this little contraption which is supposed to be your mechanism for purchasing doors which unlocks new areas for the player to explore and you loop-de-loops to run rounds to make sure that they don't get mauled by the oncoming enemies more experimentation with atmosphere more prop creation and placeholder items and a heck of a lot more level layout work hopping between different parts of the level and adding brand new ideas I really try to put in an effort at keeping burnout and mundanity away I try to keep it fresh whenever I start feeling like I have to push myself to come up with something new I switch to one of many many different aspects of this game that I still have to work on which keeps my mind busy and between concept art 3d modeling research animation and coming up with new mechanics there's plenty to keep my mind engaged now finally in the last few weeks what I've been up to is working on the merchant's booth mainly the mechanic of shelves that the players can interact with these shelves are supposed to have rotating components which allow you to just walk up to an item click on whatever you want to buy and that item will go into your inventory and the Shelf slot is going to rotate to obscure what's inside oh hey and look it is time to put the merchants into the game now he doesn't have any animations as of yet I'm simply experimenting with positioning and lighting and just observing at how I'm going to arrange this character following that I've taken a couple of episodes to block in a basic model of the door purchasing machine and then using Godot engines animation player once again I opt into animating the behavior of this machine right from within the engine now before finishing up with the door purchasing machine I decided to address this problem right here the weapons clipping through the walls which is a pretty common issue with FPS development now the solution to this problem usually involves a viewport in the camera and basically drawing the weapon on a different surface but the problem with that is the weapon loses all of its lighting influence from the environment and I'm not really sure if that solution really is worth losing your weapon interacting with the lights and probes and reflections of the game level don't get me wrong the current solution technically works however unless I can figure out to get the lighting back and have the lighting effect the mesh of the 3d object honestly I think I might just opt in for an animation of the gun being lower down when you are too close to a wall or an object in the next few episodes we spend pretty much porting the 3d objects from blender to gadot setting up the nodes and placing them in the right place in the level environment and this is the point where I have to start thinking about setting this project up for a Minimum Viable Product stage we've been working on this for a little while now and we're getting to the point where I have to start putting together placeholders for many of the game mechanics to at least get to a point where it is playable it doesn't have to look good it doesn't have to look polished but it has to be playable it's very important for especially project like this instead of going balls deep into the details and nitty gritty textures and doing all the pretty stuff I should take time to actually make the game work first because it's much more difficult to make changes to a polished project than it is to a rough block mesh it is exactly for that reason why pretty much for the past few episodes I've been heavily programming mechanics but not really using anything super model - super detailed we've programmed a couple of doors we've also programmed the door purchasing machine and we've done it in much the same way as the button that we take a look at earlier where it's programmed in such a way where we can have dozens upon dozens of these door purchasers and we can just tell each one to operate a certain door it's a lot like working with prefabs where you create a single object that is more or less modular and fully reusable with many doors and other objects for that matter in your game in the last couple of levels I've also handled the creation of what I call ports these are entry points in the level through which the enemies the waves of enemies are going to be entering the environment so they don't just spawn out of nowhere they have a canonical source from where they come we also try to experiment with some more lighting trying to highlight the key areas of interest and slowly but steadily we get to the point when we can start programming the enemies spawning mechanics and get to the point where we have something playable but as of this video this is where we stand with this project so let's go ahead and move on to the content for the next one [Music] this is a project called child of ether it's essentially started as an experiment of me trying to see what can I make using 3d in gaming studio now it started as an experiment but then the game kind of evolved that I figured yeah you know what I actually tried turning this into a real thing the only problem is that with gimmick estudio it wasn't really equipped to handle 3d games even of this sort of a caliber not at least without a substantial amount of work to compensate for all the missing things that any competent 3d engine has at their disposal by default right out of the box so I had a choice either I pick a different engine or I stay with gaming studio and spend way more time developing things to make what you see in front of you happen instead of making the actual game on the console Bay platform you can actually see about 10 or 16 somewhat videos of me working on the project but you what you will notice is that I actually rely a lot on external help to move the project forward and the Mord moves forward the more complex my demands are demands which I by myself could not really satisfy the game maker studio but this was just about the time when I discovered gadot and I've been experimenting with it quite a lot so I figured well okay let's uh try to develop this project there so in the first episode as usual we started by setting up our project since this game was being developed first and game maker studio I already had a pool of a few assets that I can start working on the prototype with we did some experimentation with the terrain and scaling which actually revealed quite a few things we have to consider when it comes to level design if we want to be able to achieve a large level in an engine like a dot we've sketched in a placeholder ground texture imported it to gadot and assessed what it looks like on a large terrain shortly after which we've started implementing the player character which is a third-person camera view spent a little time figuring out the mouse controls and how to get the camera to orbit around the player in a nice smooth fashion after all for this game what I'm looking for is a pleasant smooth behaving camera for what is essentially a pretty atmospheric game and in the second episode that is indeed where we got we've gotten the camera to behave itself nicely and not clip through the wall or floor using some recasting trickery which turned out pretty nice the next episode was all about movement the main task was to make sure that when I press forward the character actually moves in the forward direction of where the camera is facing and not necessarily the forward direction of the player object as soon as the movement has been figured out the progress pretty much ramped up I started populating all of the existing assets from the game maker project into gadot trees bushes grass torches all of the good stuff my job right now was to retrace my steps and get the project back to the point where it was where I left it in game maker studio this meant matching the mechanics in the field and the atmosphere that I have achieved in the first iteration of the game which funny enough what took me a couple of months to make in game maker I've actually retraced in a matter of just over a week and gadot which technically means that this piece of content here this torch is the very first unique piece of content for the gadot build of this game the next episode was pretty much all about fixing the resources to make them behave a little bit better in a 2d mixed 3d project now it just so happens that in this game for every item there are multiple designs the torches have multiple sprites the grass have multiple designs the trees have multiple shapes so I went ahead and started writing in the code which would randomize these trees on the go now this doesn't mean that the level is procedurally generated all the trees have their own positions and they always will be there all this really does has saves me the time of swapping out the sprites and designs of the trees I just let them do that by themselves in the next episode we pretty much continue with the migration of the resources the grass the bushes all of that stuff that multiple sprites I have to import and code to randomize itself on the go we also took a look at creating a halo effect for the torches and the most important thing is because we have three different heights of torches we needed to make sure that the torch automatically reposition its halo based on how tall the torch is we've also programmed a proximity code which allows the trees to fade out of the cameras way so basically your face is not getting blasted with tree pixels the big-ticket item in the next episode is the inventory of course this is a game that offers crafting and brewing so you will have to work with ingredients and you have to store them somewhere on top of that some quests will have quests specific items and I mean come on it's an RPG game we gotta have an inventory there were a few things which were require of this inventory first of all we should be able to move items from one slot to another second we should be able to move items from the inventory to let's say a chess or a bookshelf of anything else that has its own inventory third of all the item you pick from an inventory slot should be snapped to your hand and of course if you close an inventory the item that is in your hand should go back to the original inventory slot that you took the item from by the next episode of course we have achieved all of these things we have a a placeholder chest which is gonna be replaced by a 3d model we can open up either our inventory or the chest inventory we can take an item from our inventory and place it into the chest and if you happen to close the inventory from which you picked an item and it's still in your hand that item will go back to that inventory I'm using here the same graphical elements I've used in the game maker version of the game but to be honest they didn't really age well and I'm gonna have to redesign them once I get all the basics in place again I try not to concern myself with the details too much until I have the basics of the game in place now something that I couldn't really do in game maker studio or at least not easily is animate the individual through the objects of this house I wanted to give it sort of like an ambient anime where the windows are rocking ever so lightly in a breeze of the wind now in order to do this either I would have to export each individual item as a separate object or at least each individual item that's supposed to move or I opt in for using the Gaddafi SCN exporter plugin for blender which will export this entire scene this entire blender project as a gadot compatible scene and of course that plug-in being slightly glitchy has caused me quite a bit of grief so I had to figure out a system of how to make it behave in the end though we did figure it out and now we have a nice smooth calming ambient animation for the window panels - gently rocking the breeze as a matter of fact for one of those panels I have decided to program the animation instead of using the animation player in order for that animation to not line up with a perfect loop of the rest of the windows so at least one window will always break the mundaneness of the animation for those who you know are gonna spend copious amounts of time observing the windows and this came instead of playing the rest of the content and in the last episode what I wanted to address is the light that is supposed to be emanating from within the house windows whenever the light inside has been turned on in that specific room so that has involved in me having to edit some pretty old files to edit the original texture map of the house and even create a glow map which we can then use in Godot engine in conjunction with the little bit of code to make sure that the light glows in the dark when let's say a candle inside of that particular room has been lit up generally speaking I was aiming for a warm welcoming glow in the distance of a dark cold night which involved me in using the emission maps and even creating some volumetric lighting by the use of sprites and materials another of fact that I really wanted to achieve is the player being able to see the light of the house before he can actually see the house itself I wanted to be kind of like a beacon to which the player can navigate at a much greater distance than he can see beyond the fog now this involved me making sure that the sprites that simulate that volumetric effect did not get affected by the lighting shading and fog of the game environment in the last episode what we've done is created a custom collision shaped cage which used a lot less vertices than the actual house itself this meant that when gadot engine doesn't actually create a super complex and expensive to calculate collision shape out of the actual house geometry instead using the dots blender exporter we can actually model a cage around the house and tell the exporter turn this cage into a collision shape but don't make the cage appear as an actual model in the level this is where the child to be the project stands now I have yet to implement NPCs and battle mechanics crafting and brewing but I'd say this is a pretty good point to start from the final project report comes for a game called a cursed Kingdom which we will take a look at right now you a cursed Kingdom is a dungeon crawler co-op game that takes its inspiration from the game mechanics of Dark Souls and the visual aesthetic of Minecraft but puts it into this low poly first-person pixel art esque dark and grimy universe as usual in the first episode we end up setting up the basic project setting up the first-person movement mechanics creating a seamless tileable placeholder texture and setting up a basic project here to take a look at what the texture and scaling of the player looks like in the same episode right away we set up the co-op mechanics by which we have a split screen in the same game with two players with individual movement kin puts and camera controls we play with lighting and fog for a little bit mainly just looking for various fog properties and how they affect the environment there were indeed quite a few notable observations and with this particular project I have decided to implement both keyboard and mouse and controller mechanics right away we then took some time to create a placeholder enemy and I think I'm actually gonna keep this one in the game we also created a placeholder sword now this one started out as a 3d model but we're gonna change that up at a later point we've handled the animations right from within Godot engine which seems to work out as a placeholder animation but we'll have to come back to that and improve on the animations a bit we've coated in the animation triggers from the controllers and the mouse and the whole idea was that you have a certain amount of wind up for the sword and you have to hold the button down for a much stronger attack however the end result doesn't really seem as satisfying as I hoped I did end up putting a texture on the sword however as you saw earlier I will end up switching this for a different method of displaying the sword the next step was to code in the knock-back for the enemies which despite the poor swinging animation turned out pretty satisfying still in the next couple of episodes I have spent time creating the hitmarker mechanic which makes a number of damage pop up from the enemy when it is hit however now that I'm using the same mechanic in dreamteam theater to be honest I feel like it belongs there a lot more than it does here I may want to opt in for doing cymbals instead of numbers something like hearts or some sort of keywords nonetheless there are still problems which I had to address mainly the fact that the marker only faces one of the two player cameras so somehow I need to figure out how to get the two cameras to both see the hit markers at the same time and indeed by the end of the episode we get just that when the damage is allocated to the enemy both players receive their own personal marker which they can view at all times we've also handled the creation of the critical hit markers which changes color for critical hits and even though they work and you can still learn from how they've been implemented I am actually considering a more symbolic method of displaying damage than numbers and words to switch things up a bit the next episode I've spent figuring out how I would go about handling the creation of levels now mind you this was actually before I even knew about the gadot engines ESC an exporter plug it for blender because with that plug in that problem is pretty much solved I've spent the majority of the episode figuring out the scaling getting a feel for the dimensions and just to see how I was gonna go about the level layout and the next episode was actually the point when I've discovered the plug in and I've spent pretty much the entire episode exploring how to properly navigate and how to properly export and dealing with the glitchyness of the plugin and figuring out how to handle it and just make it work following that we started working on the replacement for the three dimensional sort this time around we were gonna use a two dimensional sprite on a sprite 3d node in order to allow us to use a two dimensional image as a sword we've also experimented with materials a little bit just to see what normals specular and roughness maps would look like on something like a shield and the sword while the effect on the shield look okay the one on the sword looked pretty bad as a change of pace we've spent the next episode sketching in some conceptual artwork for some of the level environments you can only go so far from just imagining things right as you go so concept art is a great place to think of some unique levels I explained the process of coming up with the ideas for the concept art whenever you coming up with concept art for your games the items that you put in must have a purpose there shouldn't be they're just for the sake of concept art they should be there because they're supposed to have a functional purpose in your game they should explain to you as a modeler or a programmer what is it the game contains in this particular case I am designing the very first starting area from which the two co-op players are gonna be entering the world environment there's supposed to be a lot of loot a lot of exposition items a lot of documents to read and generally set the mood for the crafting mechanic and teach the players quite a few things about the game a lot of times the ideas in the art are not perfect and I end up in rating and changing quite a lot about the core design usually this comes after a good night of sleep after an hour or two of drawing basically the same room you're bound to lose the edge of critical thinking and just start coming up with ideas just for the sake of having ideas and in the next episode I have addressed the biggest core piece of artwork for this entire game which is the level layout for the very first own which the two players find themselves in essentially this is a colossal canvas filled with the general layout of the entire first level and so far the first level is the only level I sketch in the bridge the general dimensions use multiple layers to depict multiple levels or floors and I use some of the perspective tools implemented into credit to keep my artwork in line and in perspective to make sure that all the objects stay within the same proportions I would then be able to rely on this piece of artwork during the 3d modeling stage much more closely as you can see here I'm using a secondary layer to depict what is inside of that particular level but there's not a whole lot of detail that goes into this style of drawing but at least it gives me the idea for the layout of the land I'm going to be coming back to this core piece of art to reiterate on some of the ideas later the concept art stage is the stage of ideas this is where I've gotten some of my biggest features in the game some of the biggest characters and some of the biggest encounters that I think would bring the core value of the game to the players the last episode in the series so far pretty much have been going back to this piece of art and iterating and improving upon the existing ideas this is where the project is as of this video there are quite a lot of problems that have to be solved for example if we have boss fights how are we going to handle them are they just going to be giant sprites just like all the minor enemies or are we going to opt in for some sort of a 2d 3d solution these are the questions which we'll be answering in the time to come but until then this is where the project is right now this is the content that is currently available on the console banette platform all of the content you have seen here is available in full-length with all the codes and all the tutorials narrated and explained as we develop these games thank everybody for watching this very first presentation of the content available on the platform and I will see you guys next week when the next batch of content drops on a platform [Music]
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Channel: The Concept Boy
Views: 3,786
Rating: undefined out of 5
Keywords: gamedev, videogames, gaming, development, programming, art, music, composing, producing, code, release, publish, dev, update, log, vlog
Id: plt1zb6D5YA
Channel Id: undefined
Length: 38min 8sec (2288 seconds)
Published: Sat Mar 28 2020
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