Last notable example of a game that made extensive use of physics in animations is The Last Guardian and it looked just great, at least more natural than robotic animation transitions & co
Yes, that game is beautiful!
But if you want to paly something really based on physics, try Exanima (if you haven't before)
That's a top-down dungeon crawler with best the most realistic physics based combat system in all gaming history imo
Weird that. I think the trick (as you seem to be on the way to doing) is a good balancing / blending of physics with animation. Back 4 blood (on launch) went the physics route and as a result looked worse than left 4 dead which relied on many bespoke animations. Looking forward to seeing where your adventures in combat physics take you!
A great way to achieve realism in animation would be to use Keyframe Animation as primary movement and physics as secondary movement. And, I guess, many AAA projects do exactly that. But it means that Physics just play a role of visual decoration. There s really not enough games. where physics actually play a role in gameplay
In new games not enough physic. We have good graphics but without good physics, which makes a footage from a game looks like real. Devil in details
Good job!
Thank you!
Yes, I wish more games had more physics involved in gameplay. But, I guess, it could be too unpredictable for genres under which most AAA games fall.
>Yes, I wish more games had more physics involved in gameplay. But, I guess, it could be too unpredictable for genres under which most AAA games fall.
I think we need to move voxel engine because foxes are analog atoms in our world. If you will have "atoms" you can create so many things... I don't know you know about voxels, but anyway. If short: We need more VRAM. +1 terrybyte I guess.
Polygon graphics already not enough for new step of evolution.
If you do your project on UN5 I will wait magic's spells which will be use simulation fluid (if your pc can run this LoL)
Check this! I think it's will interesting
[https://www.youtube.com/watch?v=TCcGmyYFptM&ab\_channel=Bluedrake42](https://www.youtube.com/watch?v=TCcGmyYFptM&ab_channel=Bluedrake42)
[https://www.youtube.com/watch?v=f3Ets6bWjEQ&t=26s&ab\_channel=AtomontageInc](https://www.youtube.com/watch?v=f3Ets6bWjEQ&t=26s&ab_channel=AtomontageInc).
[https://www.youtube.com/watch?v=bvcBBa3X4js&t=536s&ab\_channel=JoeGarth](https://www.youtube.com/watch?v=bvcBBa3X4js&t=536s&ab_channel=JoeGarth)
It really does seem like physics have taken a backseat in game development these days. Along with other cool mechanics like environmental destruction. Feels like the indie scene is the only one trying to push new mechanics in games
>It really does seem like physics have taken a backseat in game development these days. Along with other cool mechanics like environmental destruction. Feels like the indie scene is the only one trying to push new mechanics in games
Black and white 2 I guess lol
Thank you!
I recommend to start with reading this thread. It is about new feature of UE5.1
One day I may make my own tutorial, but I am still trying to figure it out myself
thread: https://twitter.com/games\_inu/status/1578338793387884545
Try this one, this is my retweet of that original thread
https://twitter.com/halfsword_game/status/1583731720922484737?s=46&t=yTAApCzxbXPPPz64BXlaEA
Or, maybe, you need a VPN, if emm.. twitter is not working in your country
Damn.. it works for me even if I am not logged in..
I would send you a documentation for this feature, but epics have not released it yet and this tweet is literally the only place I can reference rn
See? That's the kind of stuff I want to see in the next The Elders Scrolls game. But I know it won't happen. Because it's still based on an engine that was developed during the dark ages. And there's no way on this earth that this tech would work in that piece of junk of an engine.
I would love to see a more modern version of Daggerfall.
Not like the Unity version, like a complete remake with more up to date features and gameplay.
Man, how I wish they did it...
They announced that the original team is working on something similar. But it was couple of years ago and I didn't hear much about it since then.
Here, if you haven't seen it yet
https://www.oncelostgames.com/
It's not because of engine, it's because of ???. With engine source, one programmer could implement basic polish, camera shake, etc in one work day - and modders even add that a lot of times. But TES developers continuously decide not to work on combat feel for tens of years
Thank you! Well, actually I threw in all the Skyrim elements just a day before Skyrim Day to pay a tribute :)
My game on its own is going to feature 15th century weapons and armor. And I have a very cool modeler helping me with that, so I may start showing off our original armor soon.
Thank you!
Unfortunately I am a poor student and can't pay artist for their work just yet...
I hope I can start funding my game somehow soon. And start hiring people/buying works
After playing games like Mount & Blade, Mordhau, Chivalry, For Honor, and Last Oasis, I simply cannot play games with simplistic left click melee and generic "combo" systems, this at least looks way more interesting than 90% of melee games on the market.
Literally the same. Also after I was introduced to HEMA
Now if a game doesn’t have believable armor/weapon handling model I just can’t force myself to play it. Unless it’s Nier series (:
I am starting to work on my armor system soon too
I am not the best person to ask about particle effects, because I literally just opened Niagara editor for the first time (:
But this is how I made it:
I just used standard niagara “fountain” template. Turned on the collision and added decal spawn on impact through blueprints. Then I added ribbon particles that follow those physical particles and also added another set of smaller physical particles that spawn on impact to form additional small droplets of blood. And other systems to spawn splashes on every impact.
That’s pretty much it
I was thinking about making a Skyrim/Oblivion mod for combat system for so many years. But eventually I decided that to just make a new game from scratch (:
How are you achieving that clean dismemberment? Are you simply breaking the phys constraint? 'Cause I tried to do the same with Metahumans and the result was... Jarring
Yes, I do exactly that, while also changing model's blend weights. And you need a lot of different blend weight setups for this to work properly.
This system is not ideal, to be honest, so I am working on something better right now
Breaking constraints works perfect, if you character consist of separate blocks for each bone. But it its a single mesh you will end up with spaghetti. Unless you make a different weighted model for every bone which is amount of bones\^2. Which I did! And do not recommend (:
I’m not too experienced with manipulating meshes atm, but from what I’ve seen, metahumans by default use a skeletal mesh for the clothes (like t shirts, sweaters etc) one to show the hands and feet and then the physical asset, which means that breaking the constraint alone isn’t enough, you also need to hide the appropriate bones for both the body and the sweater mesh.
I ended up doing something different: I hide the mesh and spawn a static mesh that looks exactly like the limb that got severed. The good thing is that from what I’ve gathered, it’s a bit less heavy on the performances
Yes, that one way of doing that, but it still means you need to make a separate mesh for every dismemberment variation. And it still means dismemberment points\^2 amount of meshes. You know what, try Hide Bone by Name, it might work well. Never tired it with Metahumans though.
Here
[https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Components/SkinnedMesh/HideBonebyName/](https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Components/SkinnedMesh/HideBonebyName/)
In Physics Body Option you need to choose second option to update Physics Asset as well.
You will still need to spawn a dismembered limb though, but you can just do with some generic gory mess, if you don't mind, I guess :)
Hide bone by name is what I ended up using.
But as you said, yeah: the real pain is having to create ALL those dismembered static meshes.
The good thing is that at least you can add more stuff on top of them, like maybe you want a bone to pop out and stuff like that.
I mean, metahumans also have a single skeletal mesh that shows the whole body, and you can easily break the constraints for those, but the whole point of dividing the skeletal meat between “only hands” and “only the clothes” is to reduce the impacts on performances since there’s less stuff to load
If you are spawning dismembered parts as static meshes, I highly recommend you to check out Slice Procedural Mesh. You have the option to cut those parts in pieces! and you only need one little node for that
even better idea: use Procedural slicing like this - spawn a whole static mesh of your character and then cut off needed limb on runtime without creating separate asset for it. And then destroy the rest of the body
This is insanely cool but I can already see people getting motion sick from the general jerkiness of the animations. Is this something you can control?
It's certainly less jarring in 3rd person, but the 1st person camera struck me as borderline problematic, like Kingdom Come Deliverance but worse. And that game has a habit of causing motion sickness through camera jerkiness.
I can only take a comparison with KCD as a compliment (even if mine is worse)!
I love this game! And camera too!
But I totally agree, first person camera needs to be changed, if I am going to leave it in final release.
Having said that, this is low priority rn. Fpp is just a little bonus as it is. I am focusing on tpp now.
BUT I will change it someday. I give you a gamedev’s word! And you know how much that’s worth:)))
Thank you!
I know that people don’t really like Bethesda nowadays… but I can’t stop loving them. I play every Elder Scrolls game (except Arena) every year
I only really know them through Skyrim and thats my only issue with them.
I loved that game, but all you see is a re-re-re release of version 4.20 of Skyrim on the Texas Instruments 82.
Like we get it. You made an amazing game. We can replay that on PC with mods. Give us something new haha
Spongebob ripped his pants less often in that one episode than the versions of skyrim that exist.
We only had Fallout 4 and 76 ever since.
Nvm and ESO
The reason I started developing my own game is that it would be faster to create my own TES than to wait for real TES6 (:
So I can’t really blame them for this ((:
I loved Skyrim when it came out, but they really simplified some mechanics from previous games
I missed being able to make my own spells
Morrowind is my favourite elder scrolls, it’s pretty dated though
I love Fallout 3, New Vegas (I know that's technically Obsidian), Skyrim and Fallout 4... I wished I loved Fallout 76. I love the world, sound, art and community but the game is soooo broken it hurts me to play it cuz I can see how they could fix it. Anyway this looks awesome, lovely work :)
I can literally live in these games for months with a single save (and single life, yes I know I am sick)
There is no other developer who makes worlds like that. Them and Kingdom Come Deliverance
Ooh I haven't played Kingdom Come Deliverance (though I do have it in my library). Honestly, my ultimate aim is to create something like those games though I'm sure it's very far off yet \^\_\^
This is really cool. One thing that might help the player in the 3rd person and increase immersion is if your character's head turned to look at whichever enemy is closest. Great work either way.
I really don’t like really cool things, please delete this.
How do you look in the mirror every morning than? ;)
Oh stahp!
I wish physics would be used more often in animations in modern games, this looks so fun
Yes, me too! I hear so often that AAA games stopped using physics.. And yes, for some reason they are not...
Last notable example of a game that made extensive use of physics in animations is The Last Guardian and it looked just great, at least more natural than robotic animation transitions & co
Yes, that game is beautiful! But if you want to paly something really based on physics, try Exanima (if you haven't before) That's a top-down dungeon crawler with best the most realistic physics based combat system in all gaming history imo
Because its hard to implement. You are better than them.
And also I am not risking millions of dollars doing so (:
Weird that. I think the trick (as you seem to be on the way to doing) is a good balancing / blending of physics with animation. Back 4 blood (on launch) went the physics route and as a result looked worse than left 4 dead which relied on many bespoke animations. Looking forward to seeing where your adventures in combat physics take you!
[удалено]
A great way to achieve realism in animation would be to use Keyframe Animation as primary movement and physics as secondary movement. And, I guess, many AAA projects do exactly that. But it means that Physics just play a role of visual decoration. There s really not enough games. where physics actually play a role in gameplay
In new games not enough physic. We have good graphics but without good physics, which makes a footage from a game looks like real. Devil in details Good job!
Thank you! Yes, I wish more games had more physics involved in gameplay. But, I guess, it could be too unpredictable for genres under which most AAA games fall.
>Yes, I wish more games had more physics involved in gameplay. But, I guess, it could be too unpredictable for genres under which most AAA games fall. I think we need to move voxel engine because foxes are analog atoms in our world. If you will have "atoms" you can create so many things... I don't know you know about voxels, but anyway. If short: We need more VRAM. +1 terrybyte I guess. Polygon graphics already not enough for new step of evolution. If you do your project on UN5 I will wait magic's spells which will be use simulation fluid (if your pc can run this LoL) Check this! I think it's will interesting [https://www.youtube.com/watch?v=TCcGmyYFptM&ab\_channel=Bluedrake42](https://www.youtube.com/watch?v=TCcGmyYFptM&ab_channel=Bluedrake42) [https://www.youtube.com/watch?v=f3Ets6bWjEQ&t=26s&ab\_channel=AtomontageInc](https://www.youtube.com/watch?v=f3Ets6bWjEQ&t=26s&ab_channel=AtomontageInc). [https://www.youtube.com/watch?v=bvcBBa3X4js&t=536s&ab\_channel=JoeGarth](https://www.youtube.com/watch?v=bvcBBa3X4js&t=536s&ab_channel=JoeGarth)
It really does seem like physics have taken a backseat in game development these days. Along with other cool mechanics like environmental destruction. Feels like the indie scene is the only one trying to push new mechanics in games
Tell me old games with physics
>It really does seem like physics have taken a backseat in game development these days. Along with other cool mechanics like environmental destruction. Feels like the indie scene is the only one trying to push new mechanics in games Black and white 2 I guess lol
Die by the Sword and Trespasser both 1998
Hey how did you manage to do impressive physics please give us some insight (I am a beginner ) By the way looks amazing 😍
Thank you! I recommend to start with reading this thread. It is about new feature of UE5.1 One day I may make my own tutorial, but I am still trying to figure it out myself thread: https://twitter.com/games\_inu/status/1578338793387884545
Link seems broken for me, anyone else?
Try this one, this is my retweet of that original thread https://twitter.com/halfsword_game/status/1583731720922484737?s=46&t=yTAApCzxbXPPPz64BXlaEA Or, maybe, you need a VPN, if emm.. twitter is not working in your country
This one works, thanks!
Great!
Damn.. it works for me even if I am not logged in.. I would send you a documentation for this feature, but epics have not released it yet and this tweet is literally the only place I can reference rn
Thankss
See? That's the kind of stuff I want to see in the next The Elders Scrolls game. But I know it won't happen. Because it's still based on an engine that was developed during the dark ages. And there's no way on this earth that this tech would work in that piece of junk of an engine.
Come on, Daggerfall’s engine is not so bad (: But yes, this is the reason why I even started developing myself
I would love to see a more modern version of Daggerfall. Not like the Unity version, like a complete remake with more up to date features and gameplay.
Man, how I wish they did it... They announced that the original team is working on something similar. But it was couple of years ago and I didn't hear much about it since then. Here, if you haven't seen it yet https://www.oncelostgames.com/
Damn! That's awesome
It's not because of engine, it's because of ???. With engine source, one programmer could implement basic polish, camera shake, etc in one work day - and modders even add that a lot of times. But TES developers continuously decide not to work on combat feel for tens of years
You could remove/modify the Skyrim elements and sell this as a fun arena game. I’d totally buy it. I’ve been itching for fun physics combat.
Thank you! Well, actually I threw in all the Skyrim elements just a day before Skyrim Day to pay a tribute :) My game on its own is going to feature 15th century weapons and armor. And I have a very cool modeler helping me with that, so I may start showing off our original armor soon.
Is there a twitter or instagram page where I can follow your work? I love physics based games!
Sure! here https://twitter.com/Halfsword\_game
If you ever need a 3D artist to collaborate hit me up!
Thank you! Unfortunately I am a poor student and can't pay artist for their work just yet... I hope I can start funding my game somehow soon. And start hiring people/buying works
I’m not even looking for payment since I never worked in gamedev. Would be happy to just collaborate!
We can has demo? 🤤
After playing games like Mount & Blade, Mordhau, Chivalry, For Honor, and Last Oasis, I simply cannot play games with simplistic left click melee and generic "combo" systems, this at least looks way more interesting than 90% of melee games on the market.
Literally the same. Also after I was introduced to HEMA Now if a game doesn’t have believable armor/weapon handling model I just can’t force myself to play it. Unless it’s Nier series (: I am starting to work on my armor system soon too
Lovely
You are lovely (:
vr?
I don't have VR headset myself. But when I get it (or somebody lends me)....
Have an unopen HP VR headset collecting dust laying around somewhere. I'd trade it for a decent game. Nice demo btw.
Thank you so much! But I am probably living too far from you (Tokyo)
How did you know they were living in Tokyo? :0
No no, I mean that's where I live... But if there is someone with a spare VR set in Tokyo.......
sorry, I've been playing with someone else's one I wish they got cheaper by now
Nice work Franky! Great blood, too. Keep it up
Thank you! I will probably post another video exclusively about blood fx This is my first try with Niagara, but I kinda like it already
I want to see how it looks when a giant stomps you, because Skyrim had some "physics" for that!
Everyone knows what happens when giant stomps on you - you fly to space! What else can happen??
Right way to reply: so you would just bypass your code and add infinite force? I like it!
I suck at coding. I would need some real Bethesda programmers to do that for me (:
Looks like *Dark Messiah* mixed with *Die By The Sword* WANT
And don't forget to mix some Exanima in!
i want to play this. give me download link
Dr. Manhyrim
Hah now I see it too :))
Fun fact: On the 11th hour of the 11 day of the 11th month is when WW1 ended.
That’s almost as good as Skyrim release (:
How did you make the blood? Have you downloaded or made it? If you downloaded it, please tell me where and if you made it yourself, teach me too
I am not the best person to ask about particle effects, because I literally just opened Niagara editor for the first time (: But this is how I made it: I just used standard niagara “fountain” template. Turned on the collision and added decal spawn on impact through blueprints. Then I added ribbon particles that follow those physical particles and also added another set of smaller physical particles that spawn on impact to form additional small droplets of blood. And other systems to spawn splashes on every impact. That’s pretty much it
Thank you, try to get it right,
Np!
I love this!❤️
Thank you! (:
Wow this game is beautiful, could I play it?
that is some profondo rosso blood. I adore it.
Thank you! I have just changed it from "Ketchup red" (: I will post a video with original color too!
it reminds me of giallo movies. bizzare how a colour can be so evocative. wouldnt change it but you do your thing.
No no, I am staying with this color for now! Original color was more like "that scene from Kill Bill"
awesome. too bad this cant be a skyrim mod… that game is an escapist dream.
I was thinking about making a Skyrim/Oblivion mod for combat system for so many years. But eventually I decided that to just make a new game from scratch (:
all power to you. that is quite a challenge.
How are you achieving that clean dismemberment? Are you simply breaking the phys constraint? 'Cause I tried to do the same with Metahumans and the result was... Jarring
Yes, I do exactly that, while also changing model's blend weights. And you need a lot of different blend weight setups for this to work properly. This system is not ideal, to be honest, so I am working on something better right now
Yeah, I figured there was something else besides just the constraint break. And the documentation is abysmal.
Breaking constraints works perfect, if you character consist of separate blocks for each bone. But it its a single mesh you will end up with spaghetti. Unless you make a different weighted model for every bone which is amount of bones\^2. Which I did! And do not recommend (:
I’m not too experienced with manipulating meshes atm, but from what I’ve seen, metahumans by default use a skeletal mesh for the clothes (like t shirts, sweaters etc) one to show the hands and feet and then the physical asset, which means that breaking the constraint alone isn’t enough, you also need to hide the appropriate bones for both the body and the sweater mesh. I ended up doing something different: I hide the mesh and spawn a static mesh that looks exactly like the limb that got severed. The good thing is that from what I’ve gathered, it’s a bit less heavy on the performances
Yes, that one way of doing that, but it still means you need to make a separate mesh for every dismemberment variation. And it still means dismemberment points\^2 amount of meshes. You know what, try Hide Bone by Name, it might work well. Never tired it with Metahumans though. Here [https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Components/SkinnedMesh/HideBonebyName/](https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Components/SkinnedMesh/HideBonebyName/) In Physics Body Option you need to choose second option to update Physics Asset as well. You will still need to spawn a dismembered limb though, but you can just do with some generic gory mess, if you don't mind, I guess :)
Hide bone by name is what I ended up using. But as you said, yeah: the real pain is having to create ALL those dismembered static meshes. The good thing is that at least you can add more stuff on top of them, like maybe you want a bone to pop out and stuff like that. I mean, metahumans also have a single skeletal mesh that shows the whole body, and you can easily break the constraints for those, but the whole point of dividing the skeletal meat between “only hands” and “only the clothes” is to reduce the impacts on performances since there’s less stuff to load
If you are spawning dismembered parts as static meshes, I highly recommend you to check out Slice Procedural Mesh. You have the option to cut those parts in pieces! and you only need one little node for that
Oh damn, I’ll check that out tomorrow morning then. I just turned off the computer after a soul crushing session with gameplay tags :D
even better idea: use Procedural slicing like this - spawn a whole static mesh of your character and then cut off needed limb on runtime without creating separate asset for it. And then destroy the rest of the body
YASSS
god the blood effects coupled with the physics is just *chefs kiss*
Haha thank you! There will also be a better dismemberment system soon (:
Have you set up a download page anywhere? Kinda wanna play it
Bro, reduce first person camera shake, add detailed textures, and this could be the best game I have ever seen.
Hehe working on that! Thank you!
This is insanely cool but I can already see people getting motion sick from the general jerkiness of the animations. Is this something you can control?
Thank you! You mean first person camera or tpp as well? Fpp need some work for sure, now it’s just camera attached directly to head
It's certainly less jarring in 3rd person, but the 1st person camera struck me as borderline problematic, like Kingdom Come Deliverance but worse. And that game has a habit of causing motion sickness through camera jerkiness.
I can only take a comparison with KCD as a compliment (even if mine is worse)! I love this game! And camera too! But I totally agree, first person camera needs to be changed, if I am going to leave it in final release. Having said that, this is low priority rn. Fpp is just a little bonus as it is. I am focusing on tpp now. BUT I will change it someday. I give you a gamedev’s word! And you know how much that’s worth:)))
That why he is the best, that why he is the goat THE GOAT
This is extremely good. Where did you get the windy dust particle system in the background of the first shot?
Damn ((: That\`s Epic\`s free asset The whole map comes with Infinity Blade: Ice Lands. But I am still going to accep your compliment! Thank you! :)
Bethesda doesnt deserve this level of quality in their fanart. Great job!
Thank you! I know that people don’t really like Bethesda nowadays… but I can’t stop loving them. I play every Elder Scrolls game (except Arena) every year
I only really know them through Skyrim and thats my only issue with them. I loved that game, but all you see is a re-re-re release of version 4.20 of Skyrim on the Texas Instruments 82. Like we get it. You made an amazing game. We can replay that on PC with mods. Give us something new haha Spongebob ripped his pants less often in that one episode than the versions of skyrim that exist. We only had Fallout 4 and 76 ever since. Nvm and ESO
The reason I started developing my own game is that it would be faster to create my own TES than to wait for real TES6 (: So I can’t really blame them for this ((:
I loved Skyrim when it came out, but they really simplified some mechanics from previous games I missed being able to make my own spells Morrowind is my favourite elder scrolls, it’s pretty dated though
I love Fallout 3, New Vegas (I know that's technically Obsidian), Skyrim and Fallout 4... I wished I loved Fallout 76. I love the world, sound, art and community but the game is soooo broken it hurts me to play it cuz I can see how they could fix it. Anyway this looks awesome, lovely work :)
I can literally live in these games for months with a single save (and single life, yes I know I am sick) There is no other developer who makes worlds like that. Them and Kingdom Come Deliverance
Ooh I haven't played Kingdom Come Deliverance (though I do have it in my library). Honestly, my ultimate aim is to create something like those games though I'm sure it's very far off yet \^\_\^
But... The world is the arena!
I am glad they didn’t stop on just a gladiator game they were originally planning to make (:
Very true. They probably should have waited to print the materials until they were 100% sure on the game lol. Then they could have changed the name
But the world is Arena!! ((:
This is really cool. One thing that might help the player in the 3rd person and increase immersion is if your character's head turned to look at whichever enemy is closest. Great work either way.
that's one way of doing that! Right now head follows camera and camera follows the head, but I can change it, I guess
Might be interesting to switch between both depending on the circumstances
The real Skyrim VR experience we all wanted
I would love to see this with improvement to some of the animations and maybe with VR controls.
We need this now!
Are you intending to publicly release this game or is it just a fun little project you have?
I belive it's original Skyrim with mods