An OPEN WORLD map - My GAME and ART design challenges | Devlog #3 | Unreal Engine 5

An open world map - My game and art design challenges
open world design in my new DEVLOG
Open world exploration concept
This is the first open map of project destiny, creating it is the most complicated part but also the most fun and In this episode I want to focus on the creation of it, between game design, art design and gameplay implementation and see the challenges related on its development.
Let's start with the first steps related to game design to understand how the game should work in relation to exploration.
To make exploration satisfying, I have studied rewards for the most important places, mainly relating to the growth of the character in terms of storytelling.
To balance the difficulty I have added obstacles, dangers and micro management elements, which will affect the energy of the main character.
What do you think? do you have questions relating to any particular aspect? in the last few months I have finally started developing the character of the game, I can't wait to show it to you in the next dev log!
and don't forget to subscribe to the channel to support me and follow the development of project destiny.
see you Soon :)

Пікірлер: 33

  • @Mittzys
    @Mittzys15 күн бұрын

    Very nice work. My only criticism is that the ultra high poly rocks and logs look quite mismatched from the cartoon style grass and tree leaves.

  • @graphiclinegames4843

    @graphiclinegames4843

    14 күн бұрын

    yes I am aware of it, as soon as I can I intend to mix the two styles better, thanks for the advice

  • @ananejuba5268
    @ananejuba52687 күн бұрын

    Great work, keep it up! If I could offer one piece of advice, it would be to delve into color theory and lighting. In some areas, there is excessive mixing of colors and contrast, which makes it difficult to understand the environment.

  • @graphiclinegames4843

    @graphiclinegames4843

    6 күн бұрын

    this is a very interesting advice :) I will make good use of it in the future, thanks

  • @Sweepy_Games
    @Sweepy_Games17 күн бұрын

    This map looks soooo good, keep it up it looks like interactive painting. Cant wait for you to show us how the main character will look

  • @graphiclinegames4843

    @graphiclinegames4843

    16 күн бұрын

    A thousand thanks :)

  • @kattenmusen10kofficial
    @kattenmusen10kofficial7 күн бұрын

    Looks nice! Curious to know more about your story development process and if you are designing quests or so already. And thank you - it’s a lot better without the AI voice over :)

  • @graphiclinegames4843

    @graphiclinegames4843

    6 күн бұрын

    I will start to reveal the first details of the story with the next devlog videos, I think I have an interesting idea but I need material to show it, material that I don't have yet, and therefore I'm not ready to show the concept of the story in all its entirety. But I'll get there little by little. I don't plan to insert a classic quest system, but rather objectives integrated into the game map in an organic way, which should be quests but "told" in a non-classical way. I'll try to explain everything well soon :) because it will be an important part of the game. Thanks for the comment :)

  • @CaudiciformStudios-ik5dj
    @CaudiciformStudios-ik5dj16 күн бұрын

    The trees and bushes look really nice.

  • @graphiclinegames4843

    @graphiclinegames4843

    15 күн бұрын

    thx

  • @Cluxiu
    @Cluxiu12 күн бұрын

    The grass is sooo good. Did you make it from scratch?

  • @graphiclinegames4843

    @graphiclinegames4843

    11 күн бұрын

    THX, I did a video where i show my workflow about this technique kzread.info/dash/bejne/hWuuurSsfda-qqQ.html ;)

  • @TheRolua
    @TheRolua14 күн бұрын

    Really interested to see what your journey and vision has in store for us. One thing I'm curious about: how did you create the first draft of your map? Did you use Gaea or any other software?

  • @graphiclinegames4843

    @graphiclinegames4843

    13 күн бұрын

    thanks for the message, first of all I drew the map by hand down to the smallest details, then I created a simple landscape in unreal. No external UE programs were used for the landscape. Clearly assets, such as rocks and trees were created in blender.

  • @ogloctatoo95
    @ogloctatoo9518 күн бұрын

    I really like the art style and I'm very curious about your trunks style, I saw a lot of style, but none of them make a good tree trunk

  • @graphiclinegames4843

    @graphiclinegames4843

    17 күн бұрын

    thx, it's very similar to the rocks workflow ;) kzread.info/dash/bejne/pn-AwZeRaNSxZNY.html

  • @MrPangahas
    @MrPangahas16 күн бұрын

    Iam using the billboard technique for trees,my problem though is that the shadows are projected into individual billboards too,how are you able to fix it and have solid shadows?

  • @graphiclinegames4843

    @graphiclinegames4843

    16 күн бұрын

    In reality I also have a whadow for each alpha image created, but since many images are grouped together they add up to create a consistent shadow, I made a video where I present my workflow for the foliage, soon I will release one for the trees too. kzread.info/dash/bejne/i5p3ubWMocTAg9Y.html

  • @MrPangahas

    @MrPangahas

    16 күн бұрын

    @@graphiclinegames4843 so basically I just have to make more quad faces so the shadows overlap and inflate each more?My workaround is that I made multiple copies of the same mesh and made it slightly bigger/smaller but assigned only the leaf material to some faces and some faces are masked out.I thought you didn't have the same problem coz your shadows looked to me they're one solid piece.Anyway Id look into integrating your technique as well thanks.I hope you do a video on the stylized water too.

  • @graphiclinegames4843

    @graphiclinegames4843

    16 күн бұрын

    @@MrPangahas thanks I think I will make a video for water integration in the future.

  • @timmygilbert4102
    @timmygilbert41027 күн бұрын

    Game dev: nerf running because Also game dev: doesn't make walking more fun over running, nor remove the tedious of travelling that makes running mandatory 😢

  • @graphiclinegames4843

    @graphiclinegames4843

    6 күн бұрын

    Hehehe we will need testers XD

  • @ArsBeneVivendi
    @ArsBeneVivendi14 күн бұрын

    in 9.13 you are shiowing for 99% Cartoon WaterShader by Sandvector Studios. Are you using this specific asset from marketplace? I'm asking cause now it is on big sale BUT few of last reviews claims it's broken now, not working correctly anymore. Do you have any issues and what version of UE5 are you working now with your project? OFC was thinking about buying it for some time but with these few 1 star reviews I'm not sure if it is worth money anymore(not if it's broken)

  • @graphiclinegames4843

    @graphiclinegames4843

    13 күн бұрын

    Yes, I confirm that it is this tool: www.artstation.com/artwork/L2mPBr The whole map was created with UE 5.03, but now I had to upgrade to 5.1, and I actually noticed that the water has some problems (renders in black) but since I'm developing the main protagonist I didn't pay much attention to it. I will check carefully as soon as I finish the character, if I find a workaround I will create a video about it.

  • @ArsBeneVivendi

    @ArsBeneVivendi

    13 күн бұрын

    @@graphiclinegames4843 ok. So maybe for no I wont rush with buying it we Will See if it is really dead(no support from dev?) and broken beyond usage anymore in higher unreal engine 5.4 for example. Thnx for response

  • @troll_kin9456
    @troll_kin945618 күн бұрын

    In my opinion, allowing players the freedom to run everywhere really hurt the atmosphere of Diablo II compared to the first Diablo. The danger felt more real when your character was cautiously advancing through the labyrinth. I can definitely see why you would want to impose some limitations on running in your game. Have you tested your map out on lower end machines? It seems like you're relying on world vertex offset to animate your materials and I had serious performance issues on my laptop with assets that used that method. And when profiling, Some of the water assets I downloaded that look similar to yours appeared to be a huge drag on performance as well.

  • @graphiclinegames4843

    @graphiclinegames4843

    17 күн бұрын

    thank you, these are very simple choices in terms of game design but which can have very important effects on the feeling of the gameplay. For tests on machines that are not exactly high-performance, I am looking for a visual quality that requires fairly recent machines (such as the current gen - PS5, X series and equivalent PCs) and I will try to optimize as much as possible in the future.

  • @Mittzys
    @Mittzys15 күн бұрын

    Wait is this voice AI

  • @graphiclinegames4843

    @graphiclinegames4843

    14 күн бұрын

    nope it's mine :D

  • @Ashkandi88
    @Ashkandi8813 күн бұрын

    That subtite text is horrible with the bright video. :D

  • @graphiclinegames4843

    @graphiclinegames4843

    13 күн бұрын

    I don't feel confident with my terrible English pronunciation so the subtitles help in this regard. :P

  • @roundtabledetails3307
    @roundtabledetails330718 күн бұрын

    nope

  • @graphiclinegames4843

    @graphiclinegames4843

    17 күн бұрын

    Jep! Sure :P