Wizards CodeThis DevLog video is entirely procedural, with the one exception of the art assets. The environment, the camera work, the dragons flight and animation playback and blending, the wildlife, the weather and everything else is procedurally generated. I honestly pressed a button and let it render in glorious 4k. Let me know what you think in the comments... does this "feel" like it is entirely procedural?
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Dragon Flight Test | What do you think? | AIWizards Code2022-01-25 | This DevLog video is entirely procedural, with the one exception of the art assets. The environment, the camera work, the dragons flight and animation playback and blending, the wildlife, the weather and everything else is procedurally generated. I honestly pressed a button and let it render in glorious 4k. Let me know what you think in the comments... does this "feel" like it is entirely procedural?
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Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogCreate a Microworld in Unity | Procedural TerrainWizards Code2025-04-28 | This video demonstrates how to build a rich Unity microworld populated by animals and worshipping Druids.
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#unity3d #gamedev #devlogRogue Wave Alpha Trailer (Nifty November)Wizards Code2024-10-29 | Rogue Wave is a fast-paced action shooter coupled with a survival horde game. It's still in alpha but it is playable ad closing in on a beta, then demo. I would love you to try it out and let me know what you think. wizardscode.itch.io/rogue-wave. Hoin us on Discord bit.ly/WizardsCodeDiscord
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When testing out ideas for a game mechanic or scene speed is of the essence. In a previous video (youtu.be/kt18j8wDImk) I kitbash a mining rig in a cavern. In this video I take a mining mech model and enable our Adventure Creator player to order it to go and mine. This sets everything up for the first real event in the mini-game.
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#unity3d #gamedev #devlog
00:00 Intro 00:42 Tweaking the model 01:21 Adventure Creator Interaction 01:48 Adventure Creator Hotspot 02:26 Parallel nodes in the Interaction for a second mech 03:04 Adding the Mechs and interaction to our level 03:27 Adventure Creator and Nav Mesh confusion 04:14 Root Motion causing overshooting of character marks 04:50 End resultUnity Level Design: Creating a Mine in a CavernWizards Code2024-07-04 | Kitbashing a level in Unity with:
When testing out ideas for a game mechanic or scene speed is of the essence. Greyboxing is the best approach when designing the real scene, but when you want to create a simple game to have players test Kitbashing (taking assets from different packs and putting them together in unique ways) can really help. in this video I kitbash a mining rig in a cavern by taking an extenal demo scene from Castle Valley Collection, adapting it to make a cavern and then adding a modified version of the demo scene from an Industrial Mining Equipment asset. I also throw in Adventure Creator so we can walk around and explore.
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#unity3d #gamedev #devlogMap Magic and Enviro Procedural Terrain | TutorialWizards Code2024-07-03 | Learn how to create a procedural terrain in Unity using Map Magic and Enviro. This video is sped up about 3x but explained in realtime. Use pause to follow the precise settings.
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0:00 Intro: Part 1 - The Basic Terrain - Map Magic 00:33 Generate the heightmap 02:49 Texture the terrain 03:51 Adding grass detail 07:22 Final result and next steps 07:53 Intro - Part 2 - Trees and other objects - Map Magic 08:17 Add Pine trees 12:03 Add stones (using slide node) 13:39 Add Birch trees 14:32 Intro - Part 3 - Enviro Sky and Weather 14:52 Setting up Enviro 15:08 Configuring Enviro 15:37 Improve tree rendering 16:14 Improve texturing
#unity3d #gamedev #devlogGame Balancing using Weighted RNGWizards Code2024-03-20 | Did you know that games are rarely random? In this video we look at one technique for influencing randomness in the game so that it seems fairer and more enjoyable to play.
In this video, released on Patreon as early access and ad free we look at the concepts and code behind Weighted Random numbers. We explore how they are used in Rogue Wave and we take you through the code, which is on GitHub by the way - github.com/TheWizardsCode/RogueWave
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I publish these in the hope that they help people learn to make games, as I have moved from beginner to intermediate game development by watching others posting videos like these. Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogPlayer Agency in our Open Source Unity GameWizards Code2024-03-14 | Welcome to the DevLog for the open source prototype project, Rogue Wave. Join us as we delve into the recent updates and improvements that enhance player agency, level design, weapon variety, and character development.
Note some of these links are affiliate links, clicking them buys me coffee - thank you.
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I publish these in the hope that they help people learn to make games, as I have moved from beginner to intermediate game development by watching others posting videos like these. Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogSneak Peak Destructible EnvironmentsWizards Code2024-02-21 | Here's a sneak peak of a feature coming to our open source prototype game, Rogue Wave. Rogue Wave is an open source First Person Roguelite Wave Shooter in prototype stage. Contributions are welcome.
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#unity3d #gamedev #devlogAdding Strategy to our Roguelite FPS Wave ShooterWizards Code2024-02-19 | Welcome to the DevLog for the open source project, Rogue Wave. While our goal is to create a prototype, the game has reached a stage where it offers an enjoyable experience. Join us as we delve into the recent updates and improvements that enhance player control, level design, enemy variety, and overall gameplay.
Note some of these links are affiliate links, clicking them buys me coffee - thank you.
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#unity3d #gamedev #devlogCreating Hundreds of AI Voice LinesWizards Code2024-02-14 | Rogue Wave is an open source First Person Roguelite Wave Shooter in prototype stage. Contributions are welcome.
Note some of these links are affiliate links, clicking them buys me coffee - thank you.
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
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#unity3d #gamedev #devlogDevLog | Rogue Wave, Beyond the SpikeWizards Code2024-01-28 | Rogue Wave is an open source First Person Roguelite Wave Shooter in prototype stage. Contributions are welcome.
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#unity3d #gamedev #devlogMaking an FPS Roguelike Wave ShooterWizards Code2023-12-23 | It's day two of our fun community GameDev sprint. Anyone can participate, regardless of skill. Join us on Discord discord.gg/wfN5BAVT?event=1185684106437210142
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#unity3d #gamedev #devlogCommunity GameDev Sprint - Day 2Wizards Code2023-12-22 | It's day two of our fun community GameDev sprint. Anyone can participate, regardless of skill. Join us on Discord discord.gg/wfN5BAVT?event=1185684106437210142
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#unity3d #gamedev #devlogBuild an FPS Roguelike Wave ShooterWizards Code2023-12-21 | It's day one of our fun 7 day sprint to build a community game together. Anyone can participate, regardless of skill. Join us on Discord discord.gg/wfN5BAVT?event=1185684106437210142
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
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#unity3d #gamedev #devlogBuilding a Community Game in One WeekWizards Code2023-12-19 | Introducing a fun 7 day sprint to build a community game together. Anyone can participate, regardless of skill. Join us on Discord discord.gg/wfN5BAVT?event=1185684106437210142
* All - download the latest build from wizardscode.itch.io/rogue-wave or checkout the code and run the Dev scenes and/or the main scene. Report bugs and make suggestions for improvements. Github link below. * Coders - start by searching the codebase for "TODO" and "FIXME" these indicate technical debt we have incurred, addressing some of these is a great way to learn the code. * Artists - loading screens, textures, itch.io page and more * Modelers - We need enemies, buildings, weapons and ammo. Take a look at the Enemies list (linked from the design doc below) * Particle Effects - We need particle effects for things like enemy death and weapons * Sound effects - we need atmosphere and feedback * Testing - play the game, is it fun, find our bugs, suggest improvements. * Got a different skill - we can use it
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#unity3d #gamedev #devlogEarly AI Social Interactions #devlog #gamedevWizards Code2023-12-12 | Very early tests of our AI interactions system. Nothing here is scripted, but these characters do have "lives" and are living them out in this simulated world.
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#unity3d #gamedev #devlogEnabling In-Game Live Streaming | Walking Simulator EngineWizards Code2023-11-10 | The Walking Simulator Engine is an engine for creating dynamic and visual narratives. Sit back and watch the world develop or jump in and influence things directly. Major feature in this iteration is in-game live streaming. See below for full chapter list.
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#unity3d #gamedev #devlog
00:00 What is the Walking Simulator Engine 01:09 Sneak Peek - In-Game Streaming 01:42 Portal Visual Effect Placeholders 02:17 AI - Enabling AIs to use Portals 04:03 Nighttime Light Sources 04:52 AI - Sleeping in Safety 07:31 AI - Loose Coupling 08:22 In-Game Streaming 10:25 OutroGame Breakdown | What Remains of Edith FinchWizards Code2023-10-26 | In this video we discuss why What Remains of Edith Finch is such a success. It's a Walking Simulator with a deeply emotional and engaging story. What can we learn about game design by studying it?
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#unity3d #gamedev #devlogUnity Tip: Context Menus for Faster WorkflowsWizards Code2023-10-19 | Enable in editor testing of code before you spend time integrating it into the entire system with the `[ContextMeny("Command Name")]` attribute.
The scene used in this video is the Meadow Environment from Nature Manufacture - bit.ly/MeadowEnviro (affiliate link)
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
People Playground is one of the highest rated and most played Indie Unity games according SteamDB. Originally released in 2019 and costing just a few dollars, this sandbox game allows players to shoot, stab, burn, poison, tear, vaporize, or crush ragdolls in a large open space.
With monthly updates and a large community of modders, this game is a great value for anyone looking for an enjoyable and creative outlet. Give it a try.
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#unity3d #gamedev #devlogProcedural Placement of Trees in UnityWizards Code2022-12-25 | A quick overview of how to place trees and game objects procedurally on a Unity terrain. This tutorial creates a basic procedural placement tool that uses a noise map, height and steepness rules and a touch of randomness to place your trees. Using the techniques in this tutorial you will be able to place a variety of objects quickly and easily.
Comments encouraged, including constructive criticism - help me improve.
#madewithunity #unity3d #gamedevTerrain Wizard - The Simplest and Fastest way to Create Unity TerrainsWizards Code2022-11-30 | Terrain Wizard - The Simplest and Fastest way to Create Unity Terrains
00:00 Terrain Wizard - The Simplest and Fastest way to Create Unity TerrainsTerrain Wizard Quick Start | Unity Procedural TerrainWizards Code2022-11-30 | Terrain Wizard is probably the easiest way to procedurally create a terrain in Unity while maintaining a significant amount of control on the final output. This video will show you how to get started with just a few clicks and then dive deeper into some of the controls available to you.
00:00 Terrain Wizard Quick Start 00:10 Create Your First Terrain 01:18 Global Adjustments to the Generated Terrain 01:49 Procedurally Applying Textures Only 02:14 Editing With Standard Terrain Tools 02:54 Manually Painting All (or some) Textures At Once 04:06 Taking Control with Stamps 10:38 Outro
Craft Unity Terrains using our procedural generation tool.
Many people ask me how to make a terrain in unity. There are many ways, this is probably the fastest and is ideal for getting to a playable terrain as fast as possible. Since it is fully integrated into the Unity Terrain Tools you can fine tune the generated terrain with ease.
From Concept to Playtest in Minutes
Terrain Wizard is a Unity Asset that integrates with Unity's own Terrain Tools, and is used to rapidly prototype terrains that conform to an manually created design layout. The advantage of Terrain Wizard is that it uses a combination of procedural and manual generation, allowing designers to create detailed and immersive environments in a more efficient manner. You can generate hundreds of terrains within minutes, select the best and get them into playtesting fast.
Starting from a simple map of the intended game level, Terrain Wizard's procedural generation algorithms can create an interesting and engaging terrain that maintains the overall shape of the level design. This allows designers to quickly and easily create complex and detailed terrain, without the need for labor-intensive manual design.
Additionally, Terrain Wizard is integrated with Unity's Terrain Tools, which allows designers to easily edit and modify the terrain using Unity's built-in tools. This can provide designers with a high level of control and flexibility, allowing them to fine-tune the terrain to create the desired gameplay experience based on play testing of the level in game.
Overall, the advantages of Terrain Wizard are that it allows for the quick and easy creation of detailed and immersive terrain, while also providing designers with a high level of control and flexibility.
Come and check us out on Discord if you have questions after reading below.
No Tools in Your Way
Using Terrain Wizard you will have your first fully textured terrain within seconds of installing. You will be customizing the terrain layout within minutes. You will find that Terrains created with Terrain Wizard can then be fine tuned using any other Unity Terrain editing tools. In fact, Terrain Wizard focuses on enhancing and complementing the latest generation of built in Unity Terrain Tools. The UI for Terrain Wizard is built into the same UI as all the other Unity Terrrain Tools. There's no separate workflow to learn.
Everything in the Box
Terrain Wizard includes everything you need to start building terrains, including a number of sample biomes, 4k textures, stamps and terrain masks. As a bonus there are some easy to apply sky and lighting settings. Everything you see in the images and videos is included.
A simple Workflow
Terrain Wizard provides a lot of control over the procedural terrain generation process. By leveraging a simple mask and stamping system you can significantly change the structure of your terrain while maintaining the overall shape. Below is a brief overview, you can find the full documentation online.
For ease of use we have divided the user experience into three "layers" of increasing complexity:
"Get me going, now" offers just two fields and a button. Click the button and you get a terrain, click again and you will get a similar but unique terrain. Each terrain is lovingly textured with a range of 4K textures to get you started. You can easily change out the Biome and/or the Terrain Mask in order to generate a completely different terrain.
"Let me tweak a little" allows you to control the generation process at a global level. This means you can change the overall height, steepness and general "feel" of the terrain. Using 3 additional settings and 4 generation buttons you have signficiant control over the final result.But it doesn't stop there.
"I know what I want, help me get it" exposes advanced controls, right down to the rules that apply texturing. We use standard Unity Terrain Tool brushes and masks. There is no new system to learn when moving between Terrain Wizard and the hand crafting tools used by Level Designers and artists. Terrain Wizard tools can even be used in manual mode to augment the existing Unity Terrain Tools.Unity Quick Tip | Rapid Grey Box Scene DesignWizards Code2022-11-16 | Learn how to create grey box levels quickly using a special unity trick that allows you to update large numbers of transforms at the same time in uniform ways. By the end of this video you will be able to create a grey box spiral staircase with 25 steps, walls and a roof, each perfectly placed. The whole process takes a couple of minutes once you know how. Even with the explanations in this video it's only a few seconds over 4 minutes. This Quick Tip will save you hours in your Unity Game Development work.
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#unity3d #gamedev #devlog
00:00 Unity Quick Tip | Bulk Change Transforms for Rapid Grey Box Scene Design 00:20 Create the First Step of the Staircase 01:59 Duplicate 25 Steps and Position Them 03:46 OutroMidJourney V4 - Character Generation in Game DevWizards Code2022-11-07 | Some samples of GameDev character art generated with MidJourney V4Unity Quick Tip: Adding an HDRI to a sceneWizards Code2022-11-02 | A Unity Quick Tip: Adding an HDRI to a scene
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#unity3d #gamedev #devlogGames as a Service are NOT incompatible with ArtWizards Code2022-10-22 | Games as a Service have their challenges, but I believe they also offer opportunities for artists and Game Develepers.
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#unity3d #gamedev #devlogCreate an AI Art BookWizards Code2022-10-19 | ...Using Midjourney Art in Game Design #shortsWizards Code2022-09-10 | Short intro to Using Midjourney Art in Game Design, full video at youtu.be/EklcG5YdfycCreate a Digital Book in UnityWizards Code2022-09-08 | Midjourney is an Artificial Intelligence art tool. In this video I want to show you a quick way of creating an in-game book of Midjourney art. Although this process will work for any images. Such a book could form the UI of an interactive fiction, an in game manual, a story book for the player to read and more.
Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlog
00:00 Create a Midjourney Digital Book 00:36 Endless Book Asset 02:16 Categorizing Pages 03:00 Creating Pages 04:35 ConclusionUsing Midjourney AI Art in Game DevelopmentWizards Code2022-08-26 | Midjourney is an AI artist. In this video we'll explore how it might be used in game design. Every one of the 130 plus images you see in this video, except for a couple of shots of websites has been generated by Midjourney.
Midjourney is a fantastic tool for game developers. It allows you to quickly generate ideas and concept art for your game. It doesn't even come close to replacing a skilled art team. But for me, it has quickly become an essential tool in my tool belt. Not to mention it's huge fun to play with.
00:00 Using Midjourney in Game Development 00:15 What is Midjourney 01:`8 Can Midjourney act as my Junior Concept Artist? 03:36 Using Midjourney in Game Design 05:3` A Comment on the Midjourney Memberships 06:57 Midjourney Prompt Craft 07:58 Is this Art? Am I an Artist? Is the AI and Artist? 08:55 Putting the Art in AI Art 12:16 Epilogue: A Sample of My Game World Images 12:58 ConclusionBlaze Neo Prototype 29 May 2022Wizards Code2022-05-29 | Another update to the BlezeNeo prototype game I've been experimenting with. Loads to do, what should I focus on first? Checkout the game (which is free) at wizardscode.itch.io/blazing-neo-fps
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#unity3d #gamedev #devlogCreate Procedural Terrain - Part 3 - Underwater with Map Magic and Thalassophobia Stylized OceanWizards Code2022-05-11 | Part 3 of a series creating an infinite underwater terrain using MapMagic and Thalassophobia: Stylized Oceans. In this section we add the first batch of corals. In part 1 - youtu.be/r_VmOWIoVDU - we created the base terrain and texturing. In part 2 - youtu.be/13bJh_RapPU - we added the hard corals. In this video we add the soft corals, grass detail and kelp (trees) coverage.
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Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogCreate Procedural Terrain - Part 2 - Underwater with Map Magic and Thalassophobia Stylized OceanWizards Code2022-05-04 | Part 2 of a series creating an infinite underwater terrain using MapMagic and Thalassophobia: Stylized Oceans. In this section we add the first batch of corals. In part 1 - youtu.be/r_VmOWIoVDU - we created the base terrain and texturing. in Part 3 we will add grasses and Kelp.
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#unity3d #gamedev #devlogProcedural Scene Test: Dragon over Rolling HillsWizards Code2022-05-02 | A short Test Video showing progress on my entirely procedural terrain and flight system. There's a longer 4 minute version at youtube.com/watch?v=4YboAMwpJco
Here I'm using Unka, Automated Explorer (open source and WIP), a terrain from my third free pack of Terrains/Stamps (awaiting approval at the time of writing), Gaia vegetation and spawning and GPUI for performance optimization. Links to all these are below.
This isn't real time yet, but it's getting there, the last test used lower poly art and was giving my 5 FPS (in the editor), this one is around 25 FPS real time. Still work to do, but I'm confident I'll make it to real time.
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogCreate Procedural Terrain - Part 1 - Underwater with Map Magic and Thalassophobia Stylized OceanWizards Code2022-04-27 | Part 1 of a series creating an infinite underwater terrain using MapMagic and Thalassophobia: Stylized Oceans. In this section we create the base terrain and texturing, in Part 2 - youtu.be/13bJh_RapPUl - we will add the first batch of corals.
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Want to support our asset addiction? Click the Affiliate links below (even if not buying today) and we will get a small knockback without it costing you a penny. Alternatively, if you are super generous you can become a patron at patreon.com/WizardsCode
Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #shortsStylized Oceans Unity Asset - First Impressions ReviewWizards Code2022-03-31 | Easily create beautiful underwater worlds with Thalassophobia: Stylized Oceans! This video takes a quick tour of the asset and, as a bonus, we fix a problem with the shader so you can make better use of it.
Note the publisher of this asset has (within a day of me reporting my concerns) has updated the asset with some improvements. Here's what I said on my discord about the experience "Distant lands, publisher of the stylized ocean pack has replied to my feedback in less than a day. Their attitude was exceptionally constructive and informative. A gem of a publisher."
00:00 Intro and Setup 00:30 First scene and a hint at fixes to come 02:58 Deep Sea Scene 03:39 Submerged Buildings 04:02 Underwater Scientific Station 04:20 Improving the Post Processing 05:04 Fixing the Shader Problem 06:30 Under the Ice Scene 06:58 Fish Schooling Scripts 07:54 Quick look at the Prefabs 09:07 Outro
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#unity3d #gamedev #devlogDragon Flight over a Procedural WorldWizards Code2022-01-23 | This is a super short video of a dragon flight. Other than the art assets this is procedurally generated. I can generate hours of this stuff at the click of a button. It's such fun!
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#unity3d #gamedev #devlog #shortsThe Migration - Entirely Procedural Scene in Unity 3DWizards Code2022-01-16 | Other than the art assets, everything in this scene, terrain, music, flight, lighting and more, is procedurally generated. While this video is only a minute long, I have rendered a full 1-hour version and could easily do longer. It is frankly astounding what can be done with a game engine, some artists and some coders.
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Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogWriting a Game Design Document | Natures Beauty Game Jam | DevLogWizards Code2021-11-30 | Game Design Documents don't need to be heavy documents. in this video I explain what one is as well as writing one, in under 8 minutes. This GDD will guide my development of an entry into the #NaturesBeauty Game Jam run by Procedural Worlds. This is a super lightweight process, but one that can provide significant value to your during your game development.
I managed to find about 5 days to work on this submission. You can find the results at wizardscode.itch.io/its-all-bryans-fault - download it for free and let me know what you like/don't like.
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#unity3d #gamedev #devlog #NaturesBeautySpawning Wildlife and Birds with Crux and Improve the Wolves Emerald AI | Edited Live StreamWizards Code2021-11-23 | Previously we created a number of animals with Emerald AI. In this edited live stream we add Crux to spawn the animals around the player, we add birds using Bird Flock, make the sheep flee the Wolves and have the Wolves eat the sheep they kill. Join us live most Wednesday evenings (UTC -8) or wait for these edited streams for just the good stuff.
00:00 Intro 00:18 Fleeing Sheep 09:50 Installing Crux (and fixing a compile error) 11:14 Import into Nature Manufacture Meadow Environment 15:52 Importing correctly :-) 16:38 Configuring Crux to spawn the AI Wildlife 27:40 Adding deer to Crux 30:40 Intro to my Automated Camera 36:30 Adding Bird Flock to Crux 51:50 Automated Wildlife Camera 53:15 Make wolves eat sheep
Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogCreate Animals with Emerald AI - Unity | Edited Live StreamWizards Code2021-11-14 | In this edit of a live stream we create some background Animal AI using Emerald AI, Sheep, Deer, Cows, Rabbits and Wolves. We also have some fun making the Wolves eat the sheep.
00:00 Introduction 00:15 Wolf with Emerald AI 10:33 Animation Profile to Speed Animation Setup 13:10 Copy Emerald Component to Speed AI Setup 14:30 Testing and Fixing Animations 19:57 Adding Attack Events 23:45 Export Package 26:35 Import into Full Scene project 31:30 Import Emerald AI (missing from the package export/import) 35:39 Overview of the Automated Camera 36:50 Adding Waypoints to Animals 44:30 Debug why Waypoints aren't working (Emerald AI design problem) 46:25 Rabbits with Emerald AI 55:45 Working around Emerald removing colliders (solution at 1:03:20) 1:04:21 Fixing a bug in my own code 1:08:12 Make Wolves attack Sheep 1:25:35 A Smorgersbord of Sheep
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#unity3d #gamedev #devlogCreate a Gaia Biome with Illustrated Nature Part 2 : (Edited) Live StreamWizards Code2021-10-30 | A lightly edited video on demand version of our 2nd evening of creating a Gaia Biomes using the awesome Illustrated Nature pack. The first part is at youtu.be/pr8CqigTl-U (full version) or youtu.be/J6YpuLzKVEM (60 second version).You can get a taster for this video in 60s, treat it as a kind of index into this video - youtu.be/E4IpsFpcgtA
Comments encouraged, including constructive criticism - help me improve.
#unity3d #gamedev #devlogTimelapse : Creating a Gaia Biome with Illustrated Nature (Part 2)Wizards Code2021-10-30 | A 60 second timelapse of our 2nd evening of creating a Gaia Biomes using the awesome Illustrated Nature pack. The first part is at youtu.be/pr8CqigTl-U (full version) or youtu.be/J6YpuLzKVEM (60 second version).