Let me change this thumbnail. I didn't get the thumbnail fixed. But while we do that, hey, I wanted to say a huge huge thank you to K Davis, Karthik, Powell, Caleb, C Pence, Tyler, Elad, Kertu K, Michael S. P, Martin J, and Michael R. Thank you so much for joining Full Time Game Dev, which is my program on how to build an indie game studio and how to do it profitably. Obviously guys, in the course I can't promise anything, but I can tell you what I've learned in the last decade of signing deals with publishers and doing Kickstarter campaigns and all that stuff. So, look, if you're interested, take a look at the link below, see if it's something you're interested in. One final big reminder, I think, yeah, this is the final reminder um that it is 40% off for the next two, three-ish days for the spring sale.
After this, going back to its regular price. Um you're going to get 2D Art Pro and 3D Art Pro completely free. You're going to learn everything I've learned in the last decade. Um and you're also going to learn how to make games in Unity, Godot, Unreal. 2D or 3D, take your pick. And you also get um you know, the cool thing is What am I trying to say? The cool thing about this program is you're going to learn from an actual indie game dev and learn from an actual indie game dev who not only secured funding, right, but actually hit the Steam front page multiple times. Um who's who knows how to get streamers to play games and and get press coverage, whether it's Time magazine or who else? Let me see here. There we go. Kotaku, PC Gamer, Time magazine, Washington Post. And also, hey, look, if you're curious, you could take a look at the reviews in the link below, see if it's something you're interested. Chris went full time, Bart went for full time, Everflux went full time. Um so, see if it's something you're interested click the link below. You got 2 days left.
Let's jump in to today's live stream. And by the way guys, always always always thank you so much for letting me do the ad reads. Um, it helps support the channel, supports the podcast. Um, so yeah. Thank you so much. Okay, well, what do we got today? What kind of fun things do we have to work on today? Well, we have just two tasks left. Hey Tuck Mac, how you doing? Jason, how you doing? Hey Jason, how you doing, buddy? Oh, let me let me try and pull the chat up properly here. One sec here. Let me pull up the chat the right way. Okay. Oh. Let's see here. Pull the chat up. Um, what was I going to say though?
Guys, my belly's kind of hurting right now. It feels like there's like um, uh, like a a spinning saw blade in my belly and it's coming through my belly button. Um, but other than that, we're good. Is there a reason you named your dog Jeb or did you just like the name? Yeah, so I was watching Jeb Bush and this isn't political. I was just watching Jeb Bush and I thought he reminded me of a dog. So I was like, that'd be funny if we named him Jeb Brush. Our other dog's name was George Brush, so it just was fitting to do Jeb Brush. Jason Mcgomerry says, enjoying this hot as balls weather today. It really is hot today. It's very hot today. Um okay. Too much protein let the farts out. I agree, Tug back. Too much protein,
baby. Okay. Um what are we doing here? So, I have an idea here for the secondary fire for the Marble Maytie. I kind of have this idea of a marble that like sticks to the ground. It's the Marble Maytie Maytie is a a revolver. And so, my thought process is it shoots like a marble and it sticks to the ground or something. And it's a mine. Um I don't know it it it feels like it might be way too complicated. And so, I kind of feel like we need to move both these tasks, the screaming enemy and the secondary fire for the Marble Maytie. I kind of feel like we need to move these tasks into the bonus goodies if we have time.
Basically, what that means is one of the weapons is not going to have a secondary fire. Um Jason, I don't know if it needs to roll I think it needs to stick on the ground. But, um Mohammed says I played the demo. It's very good, dude. I think it's the best thing I played in a while. That's awesome. Um so, I think I want to just do it here. Because I'm getting worried that we're going to spend too much time on chapter two. So, we're going to clear out chapter two. And look, if the worst thing about this game is that the the the doesn't have a secondary fire, you know, I don't see a huge deal there. Um whereas I would say every other weapon has a secondary fire.
Um I was thinking it would have a secondary of shooting some some what? What is that, Jeff? Jacks? But then there's the new objects work. What do you guys think? Do you think that it Are there any games out there where it's like some of the weapons have secondary fire and some don't? Um for for uh upgrades. I don't know. Anyway, um floor four, we can hear a gate closing on spawn. So, let's go ahead and jump into floor four. Give me just a sec here. Did I ever play jacks as a kid? No. I What is that? Yeah, I don't know like what's normal for first-person shooters, but
it does every weapon need an upgrade? You know, that's that's the real big question. If I've got 10 weapons and I upgrade three weapons for secondary fire and then you get the fourth one and it doesn't have an upgrade, is that frustrating to players? Bounce the ball and pick up jacks before the ball hits the floor. But it would need to be Oh, jacks. Oh, jacks. I got you. Like uh jacks. Yeah. Um yeah, that's a great idea, Jeff. So, you launch it and it goes shh and sticks on a wall and then it it blows up. Maybe it's timed. I think that's a great idea, honestly. What if the secondary fire is just free ammo? Mhm.
That is an idea, Jason. Now, whether it's a good one, I don't know. Hey Nova. James, you think that would be frustrating? Okay. No, I'm not saying your bad I'm not saying Jason Jason, I am not saying your bad idea is is bad. I think your bad idea might be good. I'm not sure if your bad idea is good, though. So, again, I'm not saying that your bad idea is bad. Um Mohammed says I don't think every weapon needs an upgrade. What if it like shoots out like a laser and you can go
and swipe around for like 5 seconds. But then now I think I think the jacks is a great idea. The explodable jacks. Anyway, let's go let's go let's just because today is Friday and because we're all going to celebrate together and enjoy our lives together and we're going to hang out with in this live stream. Actually, really quick. Let's make sure that we go to our weapon manager and we can actually go to our pistol, which is the magnum, and just make sure there's no secondary fire. Has secondary fire, we can turn it off. That way it doesn't show up in the upgrade system. And the player just hopefully they just go, "Okay, I guess I can't do it." You know. Um like for example, let's just double check here make it make sure this works.
Pistol. Why can't I pick it up? Or why why don't they have a pick up? There's pistol fast. But where's the pick pistol pick up? Magnum. There it is. All right, let's pick this up and see what we get. What about secondary fire has shattering splash demo marbles. We tried um sorry, one sec. We tried to do a weapon that had like bouncing but it was really uh it wasn't fun for some reason. Okay, yeah, you can't upgrade it. My theory is it's so powerful that there there's no need for an upgrade. You can
do damage upgrades, reload speed, and clip size, but that's it. So, I'm fine with this for now. There's no secondary fire. So, that's okay with me, I think. Um but we'll see. What do I think about Unity 6? I think it's great. I just don't think it's great for this project. Uh for a variety of reasons. Okay, let's go to floor four. If we go to floor four, you'll notice that there's a sound of a gate opening. Um that would be super cool. That is such a cool idea. What if the secondary fire is a head shot? Um It does like a head shot cash. So, you get money every head shot you get with the What do we think about this? What if the secondary fire was
head shots give you money? What if that's the secondary fire and it's called shot slots or something. What do we think about this? Head shots give you money. That's the upgrade. Every head shot gives you $10. Um but it's only with that weapon. What do we think about this? Yeah, Jason. Money ball. How do we feel about this? Cuz by the way, this is a very cheap solution. Shot slot, you know. Well, the the money's used for the upgrade machine.
And it shows out it'll show up um above their head like Does it fit the theme of the gun? Yeah, sure. It fits the whole theme of the game. Gold shot, that's funny. Well, Wilbur, I don't know if that's true. I I I hear you. You say that's overpowered and players would use that weapon most of the time. Until they run out of ammo. Why would you use the mean No, okay, so Jason, what I'm saying is it's not a secondary fire. It's just an upgrade. So, it just it says upgrade weapon and it's just like golden or it's still a teal thing, but it says upgrade weapon. That's all it says. It doesn't say secondary fire. Then when you click on it, it says every headshot with this will give you money. Make the Make the amount random?
Once you run out of ammo, you run out of ammo. What about every headshot gives you special bullets? Well, now we're just creating another problem for ourselves. Um good then we got to figure out what to do with those bullets. What do we think, guys? Is this a terrible idea or a good idea? Hmm? Headshots give you money. So, it's not a secondary fire. It's a It's a special fire. Announcer of a loud loudspeaker says, "Headshot." More money the further away you are. Yeah, that's funny. Um okay. Well, let's add it to our list. Why not? Just go right here to the bonus goodies and I'm going to go to
secondary fire being What if you get paid for headshots? Why don't you go with a triple shot? Because we already have a triple shot. Make it with a specific amount of time. Hm. Head shot random pick up slot shot. Sounds cool. Yeah, okay. Well, that's fun. Anyway, so let's go ahead and jump into a few other bugs here just so I can sleep tonight. Let's make sure we're getting some bugs um crossed off our list and I'll feel better about myself.
Clear all of our game managers. When I hit play, you'll notice that you hear a sound right there. So, there is a gate sound playing somewhere. Think it's that one. So, that's the gate. Um so, what we're going to do here is we're going to say only play this sound This is honestly the only time this happens. And it's set to 3D, but it's at 50. I wonder if I could just make it just quiet enough so that
No. Okay, so what we We to do with this sound here is we need to say um only play if the cross fader is disabled. So, if the cross fade actually No, no, no. Oh. Wait, what's going on? We got to figure this out. Let's think this through. Why can I hear this sound right when it starts? If it's coming through the gameplay. Hm. Let's look at the audio mixer really quick. We're going to look at the gameplay. So, these should go down to zero on play. Let's take a look.
They go down. There we go. So, it's only a problem when you uh load into a scene clean. Um when you load in from a saved from a checkpoint, you're fine. So, I'd rather fix it, honestly. So, what we need to do is I need to look for something called cross fader. In the entire There it is. There we go. This is the only if we need. Um and then we need to say play sound while stopping source.
Okay, no. So, where what What's this animation? This animation it plays this sound here when it opens. So, this sound plays. so that's play sound. And so, what I want to do Honestly, I don't want play sound to do anything. Yep, here we go. I know I'm not making sense. We don't want to use get component that frequently. So, what we want to do here is we want to create some kind of a if here. If mute me mute play sound function. I know Guys, I know this is so ugly.
Mute me if crossfade crossfading. Mute me if crossfading, if that's true then we do this check here. Otherwise, just do it. Otherwise, just play the freaking sound. No big deal. So, this this only happens This is only going to happen very rarely with um certain certain objects like this door. Um things that are far away from the player. Alternatively we should just start at muted. But, that is very complicated and we have a deadline.
Yeah, I don't care. Let's just move forward. If mute me is if cross fading, then you can do this. Otherwise, just do this. Okay, it's terrible code. It's the worst ever. Right? Um if if the alpha is smaller than .1, then go ahead and play the sound. So, let's see if this works, guys. No, play on awake is not checked. It's It's firing this function right here in the timeline. And then I just for for specific objects like this one here, I could say mute me
if cross fading. And then when I hit play, the theory is we're not going to hear that sound. No, Elbrey, that's not what it is. But I love you, but that's not what it is. Um and I appreciate you trying to help. It's not playing on awake. There's no sound. See? There's nothing there. It's this function right here. It's It's a It's opening. When it opens and closes, um it plays this sound. It's a function. That function fires and plays this sound here. However, for some reason that boolean did not work. I'm going to disable this door and see if the sound is still there. If it is,
then it's coming from somewhere else. Okay, it's coming from somewhere else. Oh my goodness, it's coming from somewhere else. Okay, so what we're going to do then is Wow, we got a problem, Houston. Wow. Let's see if there's an iron gate. Okay, there's all of these. I'm going to disable all of them. And hit play. Okay, so it's still happening. If there is no sound, why is play on awake checked? I don't know. Cuz it was.
I don't know, it's just Sometimes you miss stuff. So that sound is playing for some reason, and it's coming from somewhere. Let's see. We get We're going to disable as many gates as we can. We got ourselves an issue, guys. Okay. So we're going to turn all of them on slowly. Okay, it's it's this one right here. Which is where? Wait, what? I That's What? I just disabled you.
Oh, there's multiple. Okay. There we go. No, okay. Okay. So, let's go back in time. So, this drop gate is the problem of many. So, what we need to do I'm going to do it for all of them. Mute me of crossfading. Yeah, we're going to do it. Let's hit play. Thomas, have you gone over how you do lighting for these interiors? Um We talked about it. If I have some time, I'll jump into it.
Crap, we need to revert these changes. What I'm going to do, watch this. This is interesting. This is what One of you was asking, I can't remember who it was. Actually, it was somebody on Twitter and they were asking, "Why are we Why are we using uh Why are we going to use uh Thomas, why do you use GitHub?" And uh There's many reasons, but one of the reasons is um I can save a scene and um or if I save a scene, I can quickly discard those changes. It's kind of like an edit undo. Um Yeah. If that makes sense. So, if I wanted to, I could just say it like I could revert this scene. Obviously, I could just open a new scene and don't save the changes or I can just save this scene. And then I can go to GitHub. I can't show you GitHub, but then I can go to GitHub and just discard the changes.
Um So there's and then you can just go here and go reload. So every all the all the doors are active now. Let's hit play though and see what happens. Do we hear the sound? I just heard a sound. Tuck back said, "I made my first ever tweet today and no one liked it." Yep. That's social media for you. Okay, so we're getting that slamming sound right here. And the slamming sound is coming from this right here. And then the close is right here. And it plays these sounds here. So Hmm. By the time we fade in
it's able to play that sound. It's a shame, you know. Dang it. What's the solution, guys? What's the solution? Hmm. You can hear it, you know. Um Dang it.
Y'all, hey. The only thing I could think of is that this should be right here. And then we just speed it up like this. I'm worried about doing that, though. We're going to take the risk, though, and do it. I want this to bounce. I know this is a terrible idea. But I do. I want it to bounce.
So, we're going to take this Y curve and we're going to do this. We're going to break these. And I can zoom in here and break them and bounce it. So, it's kind of like it's almost like uh falling. And the reason I'm doing that is like if I'm changing the timeline here, if I'm going to change the animation, might as well make it look better. You know. Hold shift and there we go. Boom. It needs to be fast on the drop. It needs to land like that. There we go. Oh, sorry. Like this. There we go. Might as well. So, this might kill two birds with one stone in the sense that I always hated that drop gate animation.
Um we speed it up. There's no real delay there. And we also don't hear it during fade. Now, a lot of you are thinking, "But Thomas, like this is a band-aid of a solution." Well, band-aid solutions tend to become, in my opinion, more and more acceptable the closer you are to the launch. Cuz you're going, "Okay, well, I I know the game that it not 85% of the game works great. But I have this one singular issue where this gate I can hear this gate when I spawn. So, I'm I'd rather just have the a band-aid solution and just call it a day." Cool, I can't hear it. Oh, sh Okay.
He saved him. Well, I say that's solved. Wouldn't you guys? That's a pretty curve, too, isn't it? Here's the opening animation. It goes really high up there. I kind of wish it was like shh. Whatever. All right, let's jump back in. Those of you just joining us, just remember you can join full time game dev, which is the sponsor of this video. I'm sponsoring myself with my own course. If you want to learn everything I've learned in the last decade of making indie games. I'm doing an ad read. Stop blowing. Check out full time game dev below, get 40% off. You'll get my 2D and 3D art
programs completely free, but only for this sale event for the spring sale. So check it out below. By the way, if you've taken the course, tell me what you think in the chat. See if it's uh and I'll see if I if I have some time, I can maybe give you a shout-out in the chat. Yeah, let me know if you're if you're a student. Um Okay, anyway, let's go to our list here. And there's that one. We're going to get rid of it. Remove chain gun from clown when he dies. That's easy. So we have a chain gun clown. This should disable. Deactivate object on death. There we go. Good. So that should work just fine. We're going to double check.
I joined ages ago and it actually it's actually good. I put out my first crappy game with and this is from sleepy bones. Without it, I personally wouldn't have ever gotten close to doing it. That's awesome. Curdo says course is amazing, really. Awesome. James Henderson says, "It's not that bad." Okay. Oh, no, you're talking about C#. Okay, sorry. Um it's okay. It's okay. If you if you didn't like the course, it's okay, but you weren't talking about the course. Um anyway, did we use anything like Substance Painter to make the textures? Well, we we didn't make any Well, I made some textures, yes, actually. I made this one. But it's kind of like a uh um a curation process. So, you like go to textures.com and we have a subscription there. And then we use Substance Painter textures and we sort of put everything together into this big culmination of texture work. So, like some things are
Substance Painter, some things are just literally just a texture on a ProBuilder mesh. Um but anyway, let's go ahead and kill this clown here. Good. All right, Gary. Thank you, sir. All right. So, Gary lost his machine gun. That's good. Why are we doing that? Um well, because players are going to think they can pick up the chain gun. And you can't, right?
Jay Stewart, wow, Jay. Honestly, without Thomas, I'd be nothing. That's amazing. Jeff says, "Your course was helpful giving me a clue about how to even begin. Your other videos helped me get a real get realistic and do a first crappy game to get going. That's awesome. Thomas, have you ever thought of offering financing for your course? I'm not sure exactly what you mean by that. Like taking out debt to buy it? Um boy, people already get mad at me for selling courses. If I did that, I would
just be absolutely destroyed on Reddit. Um There's I think there's payment plans, but it's it's like you could just pay like for 4 months or something. But it's like um not it's not like that, I don't think. Um Anyway, so yay. Dude, once I get this game done, I want to do like a big like a a big content dump for the course. Cuz there's so much more I've learned. Um But like if you enroll if you guys enroll today, you still you get the content dump I'll be doing it later this year. Okie dokie, that was easy easy enough. Give player a big ammo dump before the fairy wing arena. You're pretty drained by then. Boy, is that that is so true. Uh I think we should actually do an ammo dump on floor -2. This is where I I really feel like you got to you I was playing this game
and it was outrageous how hard it was in chapter 2. I was playing this uh 2 weeks ago and I was shocked. What are all these spider exploiters? There's too many. That's kind of annoying. Um Yeah, that's actually really annoying. This is where I want to do the ammo dump, right here. Yeah, it's funny. This This It's so funny how when you're playing a game, you can realize there's punishment areas and then there's reward areas. Um you've just made your way through these tunnels, killing these spiders, using ammo. So, I think what we should do is just give the player a nice dump of goodies here. So,
what we're going to do is we're going to do some pickups for some shotgun. Um Hang on. Pump action shotgun ammo. Nice dump over here. Nothing like it. And I'm going to drag all these. I'm going to group them up together. Um Now, in order to make this more rewarding, we're going to make this previous these tunnels more challenging. Okay? There's a lot of um and I'm not perfect at this, but there's some psychology going on here. Pistol ammo, we can definitely do some pistol ammo hidden. Reward the player. Maybe right here. Pick up pistol ammo.
So, once I arrive here, that might be easy to miss, which is good. You want it to be easy to miss. Cuz you want to reward the player for looking. Um some breakable boxes right there, perhaps. Uh, son of a It's a crate. I want to sing. There's a song and I want to I There's a song in me right now. What's the song? There's something in me I want to sing it so loud. Our God is an awesome God. He reigns from heaven up That This is actually feels really good. Right there. I knew it. This area was missing something and I think this is it.
One, two. One over here. One over here. And that feels pretty good. Bodies to loot. Pistol ammo, shotgun ammo. Might as well give a Tommy gun round right here. Let's just give the player a Oh, and some snackies. Pick up health. I remember specifically playing this demo and right here I was like, "Holy
crap." Um I have nothing. I am a shell. I'm a husk. And I was I had to use my uh hammer throughout this entire process. So, I think that's probably enough. I'll give some chain gun or some Tommy gun ammo for the the automatic, but that's I think that's all we want to do here. Um there we go. From heaven above with wisdom, power, and love are So, what we're going to do is we're going to make this last part kind of hard. So, we'll do a spider. Just exploitable spiders.
Right here. What's over here? What? Filipe? We should have something here. The reason I say that is Filipe uh did the the level design for this level. Well, he he did most of level design in all the levels. And I'm surprised that he uh didn't put a reward here. You should always reward the player. Oh, it's the drop. I see. Okay, good. Um never mind. Filipe, you were you did the right thing. Uh right here. Yep, spider. Spider. So, it's tough right here. Lots of spiders. We'll do um a spider here and a spider here. This will be just a regular spider.
That way the player is going to feel rewarded when they get here. Right? And there's tons of goodies. Now, I mean, now this over here is like a I believe a goody haven. I'm not sure what the goal is for this area. I think it's just a goody haven. Which is great, you know. Uh is there a secret area in here? I believe so. No, that's not a secret area over here. So, I don't know I actually don't know what the point of that area was. So, we'll have to take a look at it. Um that's great. So, now what we're going to do is we're going to take all of these goodies and I'm going to call these um
pickups and we're going to put this in this area. So, let's stay organized or you'll go crazy. Pickups. And I believe that this is What is this area called? The transition to chambers? No. Whoa, where am I? Okay, it's this area over here. So, it's called transition. Pickups, put those in the transition. There we go. So, now these these pickups will disable when I'm not loading this area. And then I got to make sure I go to my GUIDs. Um we're going to search for
repeated GUIDs. We don't have any repeated ones, but we do need to generate G UIDs. Good. Let's see if maybe we do need to solve G UID duplication. Oh, yeah, we did. Okay, lots of G UIDs were just generated. Fortunately, none of these are in the demo, so people who play the demo aren't going to get screwed up G UIDs. Isn't it funny how bad everything looks when you have your lighting turned off? Okay. Well, that's good. Give player big ammo dump before the fairy wing arena. I'm going to say that that was enough of a dump.
Although, we are having issues with ammo from breakable crates. Breakable crates have this problem where all they drop Yeah, all they're dropping is is co- tons of coins. So, I'm going to add another I'm going to increase the the chances of dropping random ammo. I'm going to increase it. By I think that's enough. I think that's enough. Yeah.
Okay. I think just by adding that additional drop of ammo on that on the crates, I think it solves our our problem here with it feeling like you you I'm out of juice. Put a lever next to the clown face that opens a locked door so you know where to go. Mhm. So, let me show you guys some level design 101 stuff here. So, if we go to floor three Yeah, if we go to floor three here. I wonder which one's which.
This is This is floor three. This might be the old one. No, this is the new one. So, let's double-check something here. There's two floor threes for some reason. Okay, yeah, this is old. I'm going to write old. Uh okay. So, this is this is the one what we want is we want This is This is really frustrating, actually. You can just get obliterated in this area. There's nowhere to hide. So, if it's up if it were up to me, and it is up to me I would give the player a place to hide during these battles. And there's too many of these guys. These guys are really annoying. Um So, what I'm going to do is move this over, these cards.
Okay? Put it right here. So that this area is not so annoying. I'm going to clear this out, give me some room to run on the left side. I just want the player to have some room to to avoid bullets. Give them a strategy, cuz when you when you walk in this room, they start shooting at you. So, I'm going to do something like this. Yeah, you got to be careful in this room. Okay. Um Now, what was I going to I was We're going to talk about level design 101. When I walk in this room, I want the player I want to force them to go over here to see there's a ticket in here. I want them to say, "Oh, there's a ticket." Well, the first problem is is when you
look in there, you it's not quite really clear what that is, so we need to reconsider that. But, we can also put a locked gate here requiring them to pull a lever here. So, it the lever would basically be like right next to his face. So, you know to look in there. So, you're basically forcing the player to go and get near the destination. Right? Thank you, Marcelo. All right. Uh so, what we're going to do is I believe there's a gate combo. Let's double-check. Valve combos, these are fun actually. I'm going to use one of these. Yeah, I'm going to use one of the valve
combos. I actually really enjoy the valve combos. So, let's see. This is what I call puzzle tools. Uh it's probably a terrible word to use, but um I'm getting lost on this this level. Um Here we go. Yep. Um puzzle tools are prefabs that I have that me and the team created so that we can just place them throughout the game to increase the challenge. Right? So, I'm going to go to my valve combo, and I'm going to put it inside this group here. Actually, we're going to leave them unparented. So, there's the combo. I'm going to go 000 for the rotation. And then I'm going to put the valve wheel like maybe right here.
Okay, this will make sense, I promise. And this is what we're doing right now is we're not trying to make it hard for the player necessary necessarily. We're trying to solve a design issue, which is when you enter again, when you enter this room, the player can kill all these enemies, and they can go straight through this door. Well, I want them to go over here and go, "Okay, this is the final destination for the level. I need to get that ticket." So, that's why we're going to put a valve here so that they go over here. Does that make sense? Guys, does that make sense? You always want to show the uh key. I'm sorry, you always want to show the lock before the key. And you always want to show the final destination of the level, or at least the goal of the level, if you can. Um,
that's my theory, at least. So, I walk up here and there's a valve right here, right next to this. And it opens our wall, which is right here. Mhm. Now, it's really big. So, I wonder if we can swap it out with a drop gate. There we go. Ooh. That's silly. A hidden door. But, let's not get too creative. I think the game is creative enough. So, we're going to take this, um, valve wall here, zero out its rotation. Oops.
And then position it up. And then move it over just a bit. And the idea is, as long as it's just close enough, and nestled in there, it'll move up during the animation and go like this. So, you could see here why we might want to push it in a little bit more, so that it doesn't show up. Good. Okay. So that it's barely I'm okay I think I'm okay with it clipping the door. Um yeah. So that door is sort of blocked, right? Um it doesn't look great, but I think it's a I think we're going
to be okay. Um Let's double-check this. We want it to show a camera, so let's double-check that. Gate camera, show camera. Good. All right. So let's go ahead and clear everything and see if this works. Does this make sense? Let me try and explain to you why I think this is a good idea. Um from a design perspective. I'm not the best designer, I will tell you.
Okay. So the idea is I'm I I am forced to come up here and look at this. And I see a ticket in there. I may even want to do a camera hint. And then I go over here and I I can't just go in here. So, I can't I have to see this in order to progress through the level. This is super important. Okay, and then I just need to set the timer correctly or the camera position correctly and then race to it.
See if it works. What? It uses my sprint. Why does it use my sprint? I'm going to use teleports. No, the hint's needed. Believe me, Jeff. I love you, buddy. I really do. After a decade of experience, I will tell you.
But for real though, people if they don't if they if somebody escapes this, if somebody's able to go through this door, they're going to be so confused. It's in and you would be surprised how many people like to break the rules. But you could be right. I I don't know uh if you're right. But you could be. Okay, let's change the camera and I have a really fun puzzle I want to create really quick, guys. You ready? Like the older games with spinning floating objects with a glow for ammo, etc. Can the camera view while working the valve be aimed at the gate? Well, yes. So, that's what we're doing now. So, we're going to do this. Watch. Guys, this is going to be so fun. I have something I want to show you. In this game, we haven't really used
portals. And I kind of want to do portals. Um By the way, it's also really good and really important to give plenty of context when you're doing hint cameras. You want the player to have a clear destination. Okay, so I have this idea. And the idea is we have teleports in our in this game and we haven't used them. Well, what better place to use teleports than a creepy clown casino? So, I have this idea of putting a portal over here. And this is a two-way portal. So, I'm going to put teleport A over here. And this might be a terrible idea, but I'm I'm interested in trying it. Having a portal over here that's sort of hiding and nestled over here. And what we're going to do is we're going to make it so that the player has to use the portal
to get to the stairs. I think this is a fun idea. I think it's great. I think everything I've been doing for the last, well, week has actually been pretty smart. I've I'm feeling like I'm on a roll. So, So, give it a go. This is I'm I'm going to assume that the teleport still works. Um you know, I don't know. I kind of want to put it somewhere up high, you know? Like from the ceiling and you drop down. You know, like right there. And you drop onto that box. Oh, I just got crazy butterflies thinking about this. So, let's uh let's see what happens. I just love experimenting with the puzzle tools that are available to us. Um
I'm a big fan of puzzles and and I think this game is lacking puzzles. Um and I've I've read comments where people are like saying it look it's it they say the game is great. I'm really looking forward to more puzzles and I'm like, "Oh, crap." So, let's see if this this two-way teleport actually works, y'all. Um let's turn on let's go ahead and bake the occlusion. It might take a while. Wilbert Bernardi Tomo says, "You are doing great, Thomas. That's a good idea." Thank you. It's 5:00. What? All right. Let's test it out. Now, what I want to do is I don't want to have to kill these enemies again. And why were there three?
I I thought I killed them all. There's there's a part of me that feels like there doesn't need to be enemies in here. Um Instead, I feel like there needs to be turrets. I feel like I need to walk in this room and be like, "Ooh, fun." And then there's a turret like two two turrets on the ceiling. So, I'm just going to follow my gut here and say that's what we're going to do. Um so, we're going to do turret. We're going to put it two tur- chain gun turrets in this room. There we go. Requiring the player
to be thoughtful. This will be crazy, actually, to have like a room where you kind of have to clear it of these turrets. We got to make sure all of them have pretty good eyesight. So, we go to the turret enemy itself. And we're going to set its detection radius to 150. So, that when you walk in the room, it's like woah. You know?
So, let's see how this feels. Um They're dynamic objects, so they don't need to be part of the occlusion bake. The nav mesh surface, I believe, is okay. No, we need to rebake the navmesh. No, we're actually okay. We're okay. Um Yeah, let's test it out, guys. I I will say I I was playing the game, and once I got to this level, I wanted a break. I wanted to feel like I could explore and loot. And at this moment you we need it needs to be a story moment. It needs to be pretty calm. I need to be able to take this new area in. I also need more balloons. Woo! Dang.
So, I feel like we should put one there and one there. Having them there is kind of weird. Whoa! I love that, though. They work. They're really fun, too. I'm just not going to have it that high. Um So, the idea is when I'm pulling this Why is that door open?
Be funny if it was up there. Yeah, let's let's figure out where we I I the teleporting for some reason. It makes me excitable. Yeah, one turret one turret might might be fine. Um I think I think yeah, actually just putting one up there is is pretty much all we need. Good call. Oh, there's there's no texture here. I'm going to go ahead and solve this by just throwing that material here onto this. Will that work? Yeah. And I believe yeah, this whole thing needs a material. Oh, jeez. And it's shiny for some reason.
Okay, we'll solve that problem when we get to it. I know it's on my list, so let's not worry about that right now. Thomas, don't be that way. So, I love the idea of having these hidden um portals. These hidden teleports. Um and not really knowing what to do with it, you know? Um So, this is sort of a I would I would call this a puzzle room for sure. Um We don't we definitely don't want the player to be able to get up here. So, we have midair dash. The concern is they can dash over there. So, let's see if we can I don't know why I can't guys, I cannot tell you why I'm getting excited by this teleporting. It literally gives me excitement. Um The an excitement that you can't even imagine. I'm so excited about it and I don't know why. I think it's because Here's why.
It I'm thinking about all the puzzle opportunities. If I'm being honest. I don't know where my transform my my transform handles don't exist. Oh, there we go. I'm thinking about the puzzle opportunities with these and the fact that we haven't used them in the game makes me feel like, "Oh, wow. Like we can create a bunch of cool stuff with this and it's not going to be expensive." But it also it also makes sense in the sense that um we're at a level where teleporting seems like it might make sense. The game is getting pretty cerebral. The game is getting pretty cerebral. Let's go to our nav mesh surface. And we're going to clear it.
And then we're going to bake it. Are most of your assets all you, Thomas, or are they from the asset store? Well, they're they're not me, but they're not from the asset store, either. I hired a team. So, I'm in sort of the me and me and my wife will watch Fixer Upper and Joanna Gaines will go into the house right uh right before the client shows up and she'll do a final pass and just do little tweaks to all of the furniture and stuff and the decorations. That's kind of what I'm doing right now. So, the team is done with the project and I'm going in and just cleaning it up. Cleaning it up. There's bugs and stuff, but this kind of stuff that we're just cleaning it up. Um why are we doing the teleporters, guys? Um because I want the player to figure out
that they need to run over here and teleport over here and it's going to be faster. Now, I don't know if that's true. Um so, let's go ahead and try it out. But yeah, these are all custom. I mean everything. Like 90% of this game is custom. Yeah. Yeah. So, let's first test this out and see how it works. Whoa. Oh, I need to re-bake the occlusion. Oh, this is Oh, man. We definitely need to use this more. This kind of stuff is so fun.
So, I can't run to it. Right? So, what I think I'm going to need to do is put the teleporter right here. That's too obvious, isn't it? There's also this. So, the dash. I forgot we have that ability. So, can we can we do it that way? I'm going to get rid of the door. Okay?
I'm going to get rid of the door. So that the player can slide under the gate. Okay? This kind of stuff is just too fun. Baby, it's fun. Baby, it's fun. Baby, it's fun. Save it. Step one. Understand that I cannot get over there with with just dashing. Step two. Put this teleport right here.
James says, "I'm confused when the ticket in the clown comes into the picture." Well, what you do with these kind of games is you teach the loop at the beginning of the game. So this this is like halfway through the game. So the loop is taught that every level has a ticket that you have to get. That's the final like It's like a puzzle piece, like Banjo-Kazooie or like a star. With Mario. Mario! And um Yeah. So it'll make sense for the player. They'll be like, okay, I know I need to get the ticket, right?
So I can't get over there by dashing. No matter how hard I try. I just can't do it. And I might even speed it up. So what we need to do is go, okay. Ah, this. Right? I just heard a sound. I think I heard an enemy. So let's see if this works. Ah! So we need to we need to change the the direction that it faces, the the spawn. Um Yeah. So there's a spawn point, I
believe. There's teleport B. I don't know if the rotation is actually uh Why do I hear noise? Okay. Love you guys. I got to run. Be sure to check out Full Time Game Dev below. See if it's something you're interested in. 40% off for the spring sale. Love you.
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Thomas Brush · 2026
The Game Business · 2026
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