Favorite guy, favorite game dev, Thomas Brush. Guys, hey, thanks for coming in. Thanks for coming in. Today's going to be a lot of fun. We're going to be looking at well, the last chapter of the game. The last chapter of the game, which is really exciting. Um, I'm going to do my very best not to show you guys too much, but we're still going to hang out. I just don't want to give away too much. kind of almost almost as a way of being respectful to you if you want to play the game. But the truth is is I'm really doing it for selfish reasons. I want you to buy the game. Um anyway guys, I wanted to let you know about Let's see here. There should be Yeah, there it is. There it is. There's a link below to this really cool um Let me let me log in here and give it to you or show you what it looks like. There's this really cool webinar below. It's going to show you how to make a 3D game. Um, what? Let's do
jerryjerry.com. If you uh enroll now, you should wait. I'm lit. I'm live right now and it doesn't work. Okay, try this. It doesn't work. Come on. Well, I'll fix it. I'll fix it by the time this live stream is done. Let me write this down. 15minute 3D game. Okay, guys. So, we're going to jump inside of Unity. I'm going to fix this right now while we're while we're live because I I think I know what's going on. U but there's a it's a cool little webinar below that teaches you how to make a 3D game in just uh you know, in just uh 15 minutes. It's really really cool. You'll like it a lot. Um, okay. So, go ahead and ask me questions if you guys have any comments or thoughts as we jump into today's live stream. Again, just a just a handful of bugs that gonna be we're going to be working on today. And I'm really really
excited about it because I'm I'm definitely I'm definitely ready. I'm definitely ready for Twisted Tower to be done. It's been three years and it's been really hard. I'll be honest with you guys. And it actually resulted I'm going to just be completely frank here. It resulted in um there we go 15 minute there we go okay go to landing page it resulted in in health issues actually um and what that was I'm trying my best here guys there it is there it is I got it fixed okay the link link below should work. U but it did result in health issues. I've had a lot of health issues. They're not they're not scary or anything. They're just weird and they they only came about during this heavy heavy stress. And I I I did a video about it today about just like how all
of a sudden, you know, just because your game here's the thing, guys. just because you work with a team and it's more efficient uh and the game is bigger and better and it's you know stuff is getting made faster and faster that's really cool with a team but just because all that's happening doesn't mean you don't actually feel more weight um so for the last three years I've felt more and more and more weight than I've ever felt as a g indie game developer and that was because I had to you know um I I was so grateful for for my team, but like you've got to pay salaries and uh it was always a little stressful getting everybody paid. Um and so I've just decided that I want to be a hermit this year and do a lot of this work myself. Um and sort of slow down. So one of my big goals this year is to slow down and enjoy life and enjoy gamedev. I mean, come on.
Okay, so this should work. Jerry Jerryjjerry.com. There we go. All right. So, that's that works. It's a really cool webinar. I think you guys will like it. Um, anyway, let's go ahead jump inside of Unity here and and get started. Um, sorry that didn't work. So, look guys, we've got a ton of stuff to do for the last chapter, which is called Lightseed Land. Uh, Lightseed Land. We There's definitely some arts issues with that level. I think I think I need to go in and really clean up the art. It's not perfect. It really isn't. I think chapter 5 is going to need some some TLC um next month, but I at least want to get these just major issues fixed today if we can. Um so, let's go ahead and go to the first um thing we can do in a live stream. Let's see here. Oh, we have one issue which is I have this uh script and it it starts playing arena
music, right? So when I when I go into a locked down area in the game and the doors lock and all the enemies start to spawn, crazy cool music starts playing. Um I would much rather in this level cool music because it's the last finale. I kind of want this music to be playing constantly and I don't want arena music to play. So, we need to go to our arena script. So, I'm gonna open that up. And this is going to take three or four days to open. Um, actually, wow. Visual Studio opened in 30 or 3 seconds flat. Who knew? I'm very, very surprised. Let me go ahead and pull up the chat and bring it over to this monitor here. I want to be able to see what you guys are saying while I work. Uh, Thomas, do you do you still have the full live streams from Tyler? Okay, I do. Oh, no, no, no.
This is from Funky Thomas. Do you still have the full live streams that were made from that video? What video? Uh, I don't know what you're talking about. Um, I would love to answer. Tyler Goodwin says, "Thomas, you made this video like three years ago where you went over why 3D games are easier than 2D." Oh yeah, that I was I was a complete idiot. Like so so stupid for saying that. It's not true. Um and that's not that I was lying. I just I was like, "Wow, you can make this whole 3D terrain and put all these trees and walk around. Really, really cool." But to like make a full-on game in 3D that's optimized and that could be played uh by the average gamer with a average gaming PC. It's completely different than what I thought. This has been insanely difficult. Uh last week I was tempted to
just um last week I was tempted I was thinking I was like, "Okay, I think I might make a 2D game next." Um, however, I woke up this morning with a really I know this comes across egotistical, but it's a really cool game idea and it is 3D and I'm like, man, I'm going to need to I think I'm going to need to make a 3D game, but I think I'm going to go with a lower resolution look. Um, probably Silent Hill vibes for the next game. Okay, let me open up the chat here, pull it over here. Um, and then let's get started here on this first issue. I don't know why, but today I'm having a really hard time moving and getting stuff done. I don't know why. Okay, so let's open up this arena script. And what we want to do is we want to say look I think there's a a boolean here
that gets fired and this is going to cause the music to play. So first off um if arena is conquered stop arena music. Okay. Okay. So, we need to make sure that the arena music we have the option to not start it, right? Um, so let's go ahead and find that. What's the uh We have an audio source here. There it is. Arena music. Arena music is playing. Oh crap. This sucks. So, the This is so dumb. The arena functionality itself is fully dependent on whether the music is playing. Um, what I want is I want this level to
be [Music] like the whole time, even if I'm in an arena. So, we need to figure out what's going on here. I'm gonna have a clip or how about this? What if we do this arena? All these arena triggers. I'm going to make sure that they just don't have a sound. And maybe that won't cause any issues, right? Um can can it play even though it's set to none, you know? Oh man, I'm going to have to test this. And I don't want to test it because I don't want to show you guys too much. We also don't want the uh I'm sitting here thinking, sorry, one
sec. Current arena player current arena equals null. Because what happens is the game music fades out if you're in an arena. It just stops, right? So like this, this will just stop if you're in an arena. Okay, that's the following. Okay, what about this? Inside no music combat zone. Okay, or current arena does not equal null. Got it. Man, this is tough because the whole the whole
system is screwed up now. I got to think here, guys. Sorry. Oh, all we got to do is this. We got to We need a boolean here. Yeah. Okay, wait a second. Yeah, we need a variable here that says public. Um Oh, it it's right there. Duck me. Duck me. Okay. du ck duck me. That's
set to false. Huh? Okay, that's not the variable. We need another one. Public bull um stop me or mute me or yeah, stop me if in arena equals true. And we're going to use that variable here and it will fade out. Interesting. Okay. If the arena does not equal null and stop me if in arena Then do this min max volume. Okay. In combat zero blah blah blah current arena does
not equal null. Yeah. So what we're going to do is actually this. We're just going to create a big old fat Oh man, this is tough. Um Sorry guys, give me a sec here. Okay, that's going to be that. This is such a mess, but it we'll we'll get away with it. We'll be all right. We'll be okay. All right. Um, we have an issue. Not sure what it is. Yeah, it's this right here. That should be good. Imperk said, "Thomas, I played the demo
and I absolutely loved it. I'm currently working on a project Zomboid inspired game." The tagline of the game is, "The world didn't end. It just changed who owned it. What do you think?" I don't know. I would rather you tell me what the hook is. The tagline is a I mean I honestly a tagline should should kind of communicate the hook though. Um yeah. Okay. Well, I think we're going to have to test this sadly. So, I can't really show you guys. I'm I'm sorry. I just can't I can't show you this level, but we can hear it. Um, so I want this music playing at all times. Okay, music just stopped for some reason. We need to make sure that we
disable. Yep. Okay, we need to disable stop me if in arena. There we go. So those should these these the game music it should not be playing. Um, what? So, that's not working for some reason. Also, the arena is not even starting. I know you can't see it. Okay, we're going to get this done. Let's see what the issue is. Uh
the arena isn't starting and that's a problem. Uh, what we're gonna do, I think this will work. Actually, what we're gonna do is we're gonna make the music something chill, you know, some it need, we need a clip here. And guys, this is called jerryrigging your current system. Uh, I'm going to set this to zero. And so, it's going to be playing the arena music. And that's going to tell the script to start spawning enemies. It's a terrible way. It's a terrible condition. Um, but we're we're good. I think this will be all right. Um, okay. What's next? That condition doesn't work for some reason. Um, if Okay, let's see
here. Okay. If game manager current arena does not equal null and stop me if in arena or behave like 2D audio is true and player distance is greater than or equal to max distance set it to zero. Huh. I wonder why this condition is not working. Actually this is interesting. If the player is in is not inside a combat zone, we're not. And the current arena does not equal null, meaning we're in an arena. And stop me if in arena. That's good. If that's set to true, do this or behave like what? Why is this? Why is it happening? Minax volume.x X equals
original minmax volume. What? So strange. Okay, we're almost there. I We're so close, guys. fade out multiplier equals one. Yeah, state machine would definitely be cleaner. You're you are correct. You are a thousand% correct.
H is something happening with arena? Let's double check. Player is in an arena. Current is this open gate. Then the arena should start here. Um, yeah, we're not controlling the audio source here, right? It's actually being controlled somewhere else. So, let's let's try again and see what happens. I don't know what's going on. That's
crazy. So, enemies should start spawning. They're not. Oh, they are. Oh, you scared me. It's over here. Okay. Well, that's good. The enemies started spawning. Um, I can't show you the screen. Just as a reminder, I cannot show you my screen for that stuff. Um, yes, this is live. Uh, so for some reason it just
mutes. If the dialogue box isn't open and there are no enemies following, keep Okay, we're gonna ask we're gonna ask Claude. In this script, I just created a variable called it'll probably identify the the issue here. This boolean if true should ensure the audio essentially mutes while in an arena. However, for some reason, when I set it to false, the audio source still goes to zero volume. What
am I doing wrong? I identify it here. The issue seems related to the update method. that there's a volume is being adjusted specific condition that determines whether the audio should be a duct or not might not be correctly accounting for stopping for interior. But let's review and adjust the relevant parts. Here's the updated update method with the necessary adjustments. The condition if game manager play controller inside combat music zone and current arena does not equal blah blah blah blah has to be adjusted to ensure that stop me arena is properly considered. The minmax volume is set to zero only if stop me arena is true and the player is in the arena or if the player is outside the audio range for 2D audio. The min max volume X is reset otherwise. This should ensure that the audio does not mute. So it looks like it might be a the condition was wrapped improperly. Um I'm not sure. So let's double check
here. All right, let's double check. Let us double check and see what's going on here. I Yeah, I feel like there was an issue with parenthesis. That might be the issue. Nope. Still goes down. What? What?
Uh, an alternative is setting this to 0.8, man. And just say that look, the minimum is that. Let's see if that works. Want to try it, guys? Let's go back in time and just ignore Claude. We're going to set it to 08. Let's try again. So, it's playing right now. What? It's setting the minmax volume to zero.
What? Where's that happening? Where is it happening? What? My brain hurts. Ow. I can't feel it. It hurts. Why is it getting set to zero? What? Minmax volume is getting set somewhere and I don't know why. There it is. It's getting set right here. Else if else if um mute during arena battles. That is the theory that I have. If public bull mute during arena battles equals true, then do it. Otherwise,
no. Okay, that should do it, right? It has to be true. It's not going to mute otherwise. So, this is going to be set to mute during readables equals false. You guys ready? Yeah, I want this music to be playing all the time. That's what we're doing today. There we go. It's just this sort of climactic moment for the game. Hey, hey, hey.
What's up? Sorry, I just want to beat this really quick.
We're going to work on a skybox today as well. I'm really excited to share it with you. So, give me just a sec, guys. We're almost done. We're almost done. Ah, [Music] why? Okay, I beat it. Good. That's a good song if I do say so
myself. [Music] Okay, cool. I think it's kind of fun. It's not the best. Um, but it is, my instinct was correct. I know you guys couldn't see it, but my instinct was correct that the final level of this game, it should have music playing just constantly. It's as if it's just driving you forward. Now, there's part of me that kind of wants to use a different song. I do like that song. Uh but uh Mech, what's it called? Twisted Tower Mech Ambience. This might work
better. What do you guys think? [Music] And imagine like it's pouring rain, things are shaking, fog. Smoke coming down, particles
falling. Why is it mono? Should not be mono. Let's Let's fix this. I mean, did the channels Are the channels even different? Y'all like this one better? I'm going to add Thunder to the scene really quick. [Music] We'll add some lightning. What do you guys think? Come on. What do you think? That
one. I I'll show you both. We've got that one. And this is for like the last sequence, right? The last What is that? The last cash doll. What is that? It's a weird ad. Oh, it's a Barbie. Okay, whatever. Yeah, the V I agree that the stakes have changed. And look, the left and right channels are different and that's good. Oo, I love this. It's very good. Did you hear that? Look. That's [Music]
awesome. So, you're like running through Thunder's blowing up. You got rain coming down. We wanted at -10. [Music] [Music] Yeah, this is it. Oh my, it's great. It sounds so good. So, let's go ahead and throw this in our music. Let's throw it in the final. We're going to call this chapter 5, light speeded land. Um the we're going to call this the final climb. Chris Pelzos, a
master in, I don't know, first person shooter action music, especially for moody, you know, horror kind of games. I met with Chris by and so today's video I said I'm going solo. I think it's true though. I think everybody agrees that music is that one thing where it's okay. You could classify yourself as solo, but you're still going to outsource music. I feel like that's a standard. I don't know if I'm correct. In this game, even though I love writing music, in this game, Chris has done he's just proven. Um, he's just proven that he is the best man for the job. I have to admit, humbly admit, Chris, you did a better job than me, man. I tried the music. My music is pretty good. Chris, he's just it's just perfect for this game. Okay, so let's go ahead and uh get this music going so and see how it feels. You guys ready? What's it called? The last the final
climb. There it is. And we're going to make it set to one and one. Am I selling this OST? No. I don't think so. Thomas, what are you working on? Music for this section. My hope is that music sort of fixes this level. It's way too loud. Let's do 08 or 75. This feels so much better.
Where's the lightning? Okay, I just saw it. I know. I know. I'm not I can show you guys this. Okay, hold on. Let me play the arena. I've got a greater Still a little loud.
[Music] [Music] Is that okay? [Music] I think it's great. It is not, and I repeat, it is not perfect. I know that. Um, and I know you can't see it, it doesn't feel like, let's go. It's giving me kind of the
vibes with Marathon where it's like it's fun, but is it like the coolest thing ever? No. No. Uh, is the music trying to carry the game? Yeah. That's what Marathon felt like. I don't know what y'all's thoughts on Marathon is, but that's what it what it felt like. Um, I just felt like that trailer was trying too hard. I don't I It just feels like that game is slow. I could be wrong. Okay, that that's great. I think we can go ahead and clear that out. Um, that's good. I'm going to clear that one. Okay, cool. Oh, we need to make a moon orange. I don't care about that one
actually. Don't Okay, what what what do we got here? Make title correct for both floors. We did that. Make entering the winning chamber feel more like a lockdown. Ensure player loses all weapons. We need to create a function for that. Um, slamming stuff for getting hammers. That's need. Okay, I can't do that. These are these are set to private, meaning I can't show you guys these. make skybox exterior feel better. Okay, we can do that. What I'm gonna do is I'm gonna see if we can create I want it to look like some epic um panorama. Um so what I'm going to do is we're actually going to go to exterior 2 and we're going to grab We worked on this last week. We're going to grab this skybox. Right now the skybox is just gray. It's unbelievable how a skybox can change everything for a scene. And I'll show you guys. I mean, we can't I'm not going to show you everything, but I could show you kind of. Um, I'll show you the skybox at least
for this chapter. But this is skybox forest 2. I'm going to delete this one. I'm going to duplicate this one. I'm going to call this sky. And I'm going to call this chapter 5. Uh, actually, let's call it uh the final climb. And it includes this one here. This is going to be we're going to call this stormy exterior gradient the final climb. Let's take this skybox. We could open it up inside of Photoshop, but bare minimum, let's at least put this onto the sequence for floor six. Now, it's so deceiving, and this troubles me a little bit, but it's deceiving how the the game feels like there's only six floors, but there's not. Um, that's that's what's hard right now is I'm trying to figure out like how do I make this more seem more exciting because there's actually like I think 14
levels, but some of them are in a in a forest that are at the base of the tower and other ones are underground, which I I love that, you know, I didn't I did ne I never wanted you to go just straight up the tower. I wanted it to be like you're going up and down and underground and then to the side. I wanted it to feel more Metroid Vania, even though it's not. Um, okay. So, let's go ahead and look at this skybox here. Uh, I'm going to go ahead and throw in this new skybox, which is the final climb. And we're going to take a look at this and see if this might just solve our problem, guys. Um, let's take a look. [Music] It's a little bland. We want it to feel almost like we're going into hell. Let's see if I can grab something.
Give me a sec. I'm going to use a stock photo of the evening sky, like red, and I'm going to listen to the music while we decide. And we're going to create a skybox from this. Yeah, I got one. There's There's a lot of good ones I'm picking from here. And we'll create we'll put filters on it and stuff. Make it look like it's hand painted. Yeah. I want it to be like the dementors are flying around. That's how I want it to feel. Okay, let's open this up. First things first, what I'm going to do, we're just going to listen to this music while we work. It's going to help us kind of know how this should
feel. First things first, let's get the colors right, okay? And figure out what we want the colors to look like. Do we want it to feel like the sun is bleeding? Let's test. No, it's too much. Let's keep going down here. Okay, there we go. That might work. Let's do red, though. We're going to do pink. There we go. That might work. Let's take a look. Okay, we're almost there, guys. Color is the thing I focus on first above all else. We're going to go
a little bit orange as well. There we go. Just do a little bit of a mix here. It's like a bloody a bloody pink. That's kind of cool. I like that. Let's give it a little bit more of a fade. Just get this horizon right. Okay. I don't hate it. I think it's fine. A good skybox is your favorite, Tuck Mac. Me, I I totally agree. Skyboxes do a lot of work for you. They do They do They're like kind of like music. They just change everything. Um, so I feel like this is good right here. Now, what we're gonna do is I want to be able to go really
high up. So, what I'm gonna do just so I can see the I I want to know if I could see the bottom. So, let's put ourselves on this roof here and see how it feels from this is probably a better way of looking at it because I want the player, especially when they're at the top of the tower, to look down and feel like they can see the ocean. We're going to do all of that. Okay. Um, so what we're gonna do here, I'm just creating this generic horizon, and then we'll use storm clouds to create a final skybox. Okay, cool. So, now we're going to have like this ocean vibe, but we want it very low because we want it to feel like we're really high up.
Okay, we'll fade it out like this. Very good. That's going to be black. Or no, this it's going to be the color of the fog. Do you guys see what I'm doing here? I want it to look like I'm looking down on the ocean. Whoa, I'm stuck. There we go. Oh, here. Let's do it again. There we go. Yeah, I want it to look like I'm looking down on the ocean. It's almost like I can see the curvature of the Earth, right? So, we'll put a bunch of islands and ocean texture there. Right
here will be storm clouds along this orange horizon. How's it look at the base level, though? Right. Like this looks good. If I go over here, I can see down, right? And that's what we want. Um, so let I So far, I think we're we're we're pretty good. We might need to blur it because that it's a little crisp. The uh And by the way, one of the huge rewards of this game is going to be getting to the top of the tower, right? Um so I need to hide the arenas. Hold on one sec. That's high up and is making your legs shaky. Tuck back. I like that. That's what we want. I'm going to disable these arenas really quick. I love pink and green being the colors of this this this uh level. Okay. All right. So far so good. I kind of feel like this needs to be a little bit more faint, not so
intense. So, we'll bring it down like this. There we go. Let's feel this out. Good. We'll make it longer like that. Good. Up there, we want it to be very dark. Okay. All right. The trick here is going to be taking this and sort of fading it like that. Good. Okay. Um, I'm also going to do a little bit of a pink shift. Very faint like this. This will make sense. I promise, guys. I'm just basically
doing a subtle color grade for this whole level. And then we'll go in and add the right uh texturing. I think that's a little strange looking. Let's go a little bit more like Yeah, we want it to be like it's a bloody storm. I think that looks pretty cool. Probably go a little bit more orange. Here's the idea. You go down here and then you do it. That's what we want to do. There we go. There it is. Okay, we're close. Ah, there we go. We're getting there. Okay. All right. Let's mute the music. I kind of have it in my head now. I know what it's going to feel like.
That is perfect. That's what we want. Okay. Texture. Okay. texture. We want it not to be so monochromatic. We want a little bit more drama here. So, what I'm going to do is I'm going to grab this one here. This is a stock photo. We're going to see if we can mix this with this scene here. So, all I'm going to do is really find a good spot to put this. Um, see if we could move it up here. And then can we do Yeah, something like that. Let's try and see what this looks like. Okay, I'm gonna move it over so that we can see it better. Yep. Okay. So, we're going to do a different kind of blending mode here because it's it's making it look white. That is dissolve. We don't want to do dissolve. What do we want to do?
Maybe normal, honestly. And just fade it out. I'm going to blur the background here. Yeah, that might work. Let's blur this. All of that. Yeah. And I'm going to change the tint of this to be to match that background there. Let's try this and see how it looks. Guess in chat, guys. I just feel like setting it to like this is going to look so much more realistic, you know? Um, so what we're going to do here is have it full opacity. We're do something like this, man. No, I think I've got it. What
we need to do here is we need to basically do a color shift on top of it so that it's more red down here. There we go. So, basically just using this as a guide. Sort of tells us what we're supposed to do with the the color shift. Okay, that that should work. Okay. Merge these layers together. And if I can and I'm gonna I'm gonna basically do a really cheap looking sort of loop here. I don't know why it's so dark on that side though. Okay. And I'll make that blended better. Um, we'll do some blended. Yeah, we're going to make all this blended better. Merge this together. Fade this like that. There we go. Good. So, we could see these crazy storm clouds. It kind of feels like a wallpaper. And I'm wondering if it's just because of that. Um,
but we'll see. It just doesn't feel real. Um, man, we're we're we're close though. Give me a sec, guys. Let me think here. I kind of want to just do this. Want to take this and just use it. I mean, because and then just use that base coloring to give me an idea of how it should feel. Give me a sec here. Let me hit play. That does feel better because you've got real like true color shifts. Um, that could work, guys. I think that's what we're going to do here. We're going to squash it. Honestly, that feels okay. Yep. Okay. That feels so much better. It feels like we're truly in the sky. Yeah. Okay. So, here's what we're going to do. I want it to be red and I want the blues
to be green. So, what we're going to do is we're going to go to the cyans. I'm sorry, the magentas and we're going to shift them over to be more uh yes, green like this. There we go. But not too much here. There we go. Just like that. the um reds. We're going to go more red and that should potentially solve our problem here and match the level. No, Thomas, use your brain. What's wrong? I'm trying, guys. Let's see here. That could do it. Do another one. This is going to be the magenta. It hurts my head to look at. That might work. Let's take a look. Hey Dane, what you don't want is you don't want the skybox to look monochromatic chromatic because all of a
sudden it you just it doesn't you miss that realistic vibe. And to make something feel terrifyingly high up, it needs to feel realistic. And so that's why it's uh very you have to be very very careful not to just make it monochromatic. I've made that mistake a million times with skyboxes. Monochromatic skyboxes you got to be very careful with. Okay, so we're going to take this. I'm going to merge these layers together. I'm going to go over here. We're going to do something like this. We're going to fade out this. Make a very subtle fade. See that, guys? See how we're kind of making it loop. And it's not super obvious. We'll clean it up. I promise. Okay. So far so good. It's not perfect. Hang tight. I've made a bajillion of these uh
sky boxes. Let's have it rotate so that we can just observe it rotating. So, just uh let's see here. What we're going to do is we're going to go to the start startup game object. And I'm going to throw on there a rotate skybox script. And it's just going to rotate it at a speed of 2.5. Let's go ahead and clear out those arena or make those arenas temporarily disabled really quick. Okay, we'll bring them back though. Yeah, we're using Photoshop for the skybox. Why? Because Thomas likes Photoshop. This looks so good. That is exactly what we needed. Okay, we'll blur it. Make it look hand painted. Put one over here like this. And then this one over here. We're going to flip horizontal.
That feels weird. Okay, so far so good. Merge these. And then what I'm going to do, I'm going to grab the bottom here. And this is going to look, it should be able to look uh like the ocean. There we go. Okay. I'm going to fade that so it feels like they're sort of coming out of the ocean. We'll see.
Yeah. Okay. Good. And then we need a ocean right there. Good. Okay. We'll fade that up there. Make Make that match. Y'all got to trust me. Okay. We'll blur that so you can't tell. That's just a mirrored image. Okay, so far so good. We're we're almost there. Um, what you can do is take this and you can scale it up like this and do something like this. Hang on one sec here. Yeah, like this. See that? Yeah, just like that. That should look okay. Okay. And then we'll we'll just
blend that huge skybox here. Looks a little happy. So, we'll see if we can tweak that. Make it feel a little bit more like a like a like thunderstorm clouds. We'll we'll we'll make this work. Bare minimum here. We just want a nice clean non-monochromatic texture. There's part of me that feels like I'm talking out of my butt here. We'll see. You never really know if you're talking out of your butt until during a live stream. You never know because I'm I feel confident in this, but I could I I'll probably change my mind. Okay. Yeah, we're getting there. Yeah. I wonder what would happen if we did something like
this. Can you do Can you do an inverse uh like this? Yeah, I think you can. I think you can. That feels like a horizon to me. Yeah, but we'll blur it. Yeah, we'll blur that. It's definitely moving way too fast, obviously. Um, but at least helps us see it. Okay, so what we're going to do here, we're going to take this, scale it up, and then fade it out. like this. Yep. Okay. That feels like a horizon to me. Like a faint ocean horizon. Um, let's fix that. So, the way we fix that is we just grab
this. This blood color here. Do that. And then just go dark. There we go. We'll make that seam there go away. I'll show you how at the end once we finalize this. Okay. So, let's see what happens when we darken this. Um, I think something's going on with the actual material itself. Yeah, there's a tint to it. No, there's exposure. What's the problem with these sky boxes? Um, contrast. Let's try that. Okay, the contrast helps a lot. Thank god. Okay, already it looks like 10 times better. Thomas, I added a sprite to my scene, but it wasn't affected by fog. Sprites are not affected by fog. They can be. You're going to need to write a custom shader. Just ask chat GPT. Say,
I'm using the Unity default sprite um shader. Can you please ensure that it uh accepts fog? And um yeah, that should do it. Dragon Glass says penis. Silvent Gaming Studios says URP Sprite 2D. Yeah, maybe URP already has fog enabled. This already feels so much better, guys. Isn't that cool how that works? I don't know if I want to do anything different here other than I'm going to merge all these together. And what we're going to do is we're going to add a hand painted feel to it. Smart blur. Um we're going to add a a blur just in general. Maybe like a motion blur. Go faint with it. Let's see if
that helps us a little bit. Good. The the rotation speed is real problematic. It's making me feel like it's just so fake. The motion blur didn't help. Maybe just blur in general. Let's try that. Hey, Thomas, you're doing so great. Do you think so? Yes, I do. Let's do this. Save. Nope. Having all that texture on there is pretty good. Let's see if that fixes it. Yeah, that helps. That helps a lot. Okay, so that color up there is wrong. Let's go to our fog here. I want that fog at the top to be blue.
Although there's part of me that wonders, should it be red? Should the fog be red? We also need some ambient light. Yeah, I I kind of feel like the fog should be red. I think that's okay. Let's make the fog a little bit red. See what we get. Yeah, it kind of makes it feel like a much more matchy matchy here. It also feels different than every other scene in the game, which is very important. Okay, that's that's ridiculous right there. You can see it over there. Let's desaturate it. There we go. That's what we want. It's like a pinkish color. pinkish bloody color. I like that. Okay, so that's good. We'll grab that
color and we're going to commit to that being the fog color for this [Music] level. Let's hit play again. Will the skybox affect light bakes? No. That feels amazing, guys. Um, does it match the music? Let's crank up the saturation. See what happens. Feels pretty good. I think we need the directional light to be. Yeah, I'm going to get rid of those clouds. I kind of liked it the other
way. No. We need a ocean. We need to be able to look down and see the island. There's a lot we need to do down here. Okay. So, let's grab this. Put it down here and up the top as well. Just like this. Let's take a look. What? There's something going on with the fog here. Weird. What is that? Is there something down
there? No. For some reason, the fog isn't blending perfectly with the skybox. Let's figure this out. Are you telling me I need to do this by hand? Cuz I don't want to. Why is it bright right there? Oh, we got an issue with this guy with the fog at the bottom. I don't know why. Why is that?
Oops. Come on, Tom. Come on, dude. That feels better. Okay, that's too saturated. Okay, we just need more directional light. It's really dark right there. I'm pointing at something you guys can't even see my finger. We need to turn on the directional light. Yeah. Yeah. Turn on the directional light. My goodness. Really? I guess we don't have directional lights on this level, do we? Do I have a area light?
I should. That feels better. But I know we can't use that because it's going to be baked anyway. Okay. I mean, we have an issue because everything's going to be baked. Um, and also because this level's interior and then exterior. Um, we need to also apply this to the other side, too. To the other level. The other level goes outside as well. Crap. Son of a Well, let's let's at least get the skybox done. This is actually more than a problem.
Okay, let's go ahead and get the bottom done. Make it look like an ocean of some kind. If you have a cloud brush, it should be quite fast for you to redo it. No, we're not going to use that, but but I appreciate it. That's just cuz I don't know how to do that. Let's see if we can create some kind of reflection. I don't know. I don't know if that's a good idea or not, but we're going to do it. We're going to go old Bob Ross method here, which is um vertical blur. And I can turn this off now. vertical blur. It's not horizontal. It's a vertical blur like this. And we're going to see if we can make it look like an ocean. Good. Okay. So, I think right here is where it really needs to be. So, I'm going to bring this up a little bit like that. Okay, awesome. We got a ocean now. Does
that make sense, guys? Now, that I'm going to clear that up. Make that look like an island down there. I'm blur it. Maybe add some wisps of clouds as if we're looking down on clouds. Um, also, what will make this look like an ocean? We really Oh man, we cannot add any detailing like this. I mean, what I was going to say is I don't know if we can add details like the how are we going to do this? Oh man. Sorry. Is the skybox going to be moving? Oh man, I don't know if we can. Maybe by like 0.5. I just want to be able to add detailing so that when the player looks
down, they feel like they're actually looking down the tower. But if you if if the skybox is rotating, then we have a problem. I think the skybox rotating for this level in particular really hurts it because half of the skybox is physical or is not the sky, it's the ground. So, we're going to we're going to see if we can do something here. Watch this. I'm going to add little punches of water. Shiny little bits of water. Here we go. Overlay. And I'm just going to duplicate these like crazy little pockets of this water. That make sense?
Save that. Okay. All right. We're going to squash it horizontally and fade it out towards the bottom. It needs to be tiny. Close. Once you get it, it'll it'll uh it'll be easy to just sort of loop. There we go. We're getting close. I need to set that to overlay, though. No, they are. H. Set them to overlay. And we'll give them a bloom as well. There we go. It's like insanely subtle. I would say it probably makes more sense to have it down here. Um, let's
see. Yeah, I I feel like I'm on to something here. I could be wrong. I think this this one makes the most sense. Try again here, guys. Maybe we only need like one, just like tiny little bits. It's really guess and check, you know. Yeah. Okay. Yeah. Tiny little pieces. You can probably make this one bigger here as we come closer to the camera.
Yeah. Tiny little bits, guys. Yeah, I think we're on to something here. Let's Let's sort of duplicate this across the board here. see what we get. And these will be really big right here. They're more like crests of waves, you know? Okay. And we'll fade them out. We'll fade several out so they're not so obnoxious. These tiny subtle details I think will make a big difference. Set it to overlay. And why are we focusing on this, by the way? Why does the ocean matter? Because the players been working up this tower the whole game. And so they they're they were hoping to get a sweet view. You know, that's what they were hoping to get. And I definitely don't
want to take that away from them. All right, let's see if we can add a PNG of a cloud. So, it looks like we're looking into the clouds, especially right here. I will say I wonder if it would be better to do it with a PNG, a separate PNG plane with a fa with a with a fade a particle fade effect. Um, you know, so why are we out of focus? Okay, good. There we go. No, you can't do a parallax effect with the skybox. But that's why we would have a separate cloud. But I can do this. I can grab a potential cloud PNG. Um, but before I do that, I'm going to add a few stormy areas that look kind of terrifying. So, let me see if I can do that. Oh, this will be cool. I'm going to download one of these images
here. Okay, this one looks pretty cool. I wonder if we can use this in some way. and just sort of put it like in the top portion and blend it a little bit. That make sense? It's amazing how it looks totally different once it's sort of wrapped in a sphere. Um, so let's see if we can position it to where the player is and see if we can use it. We got a gap there. Feels unnatural. Um, you have to find a good spot for it and then you can blur it. I'm going to reduce its opac or its
saturation. And then uh we're going to set it to There we go. Just blur it just a little bit and see if we can get a good find a good spot for this. It might not be a good idea. No, that's not the problem. Okay, we need to go ahead and get the uh some kind of island down there. Um, so what we could do I I I'm I'm curious if this will work. Just create a black base here. And it will probably look like the island that we started on. Close. What is
that? Yeah. will be a little bit more detailed. We're using the polygon lasso tool. We're not doing any sort of crazy peninsulas or anything this time. Just very subtle. And we'll make all this loop properly. I promise that feels better. Okay, move it up. That's better. Although, I do wonder what it would look like if it was like this. Feels so much higher. That needs to fade down or just go all the way down. I don't know what that is. [Music]
It's probably best to just have it fade into clouds. It's probably best to fade it into clouds. So, that's what we're going to do. Okay. All right. So, how do we do that? Well, you could do it with volutric clouds, but we're not going to do that because we care a lot about performance. So, instead, what we're going to do is we're going to use a little trick. And it's as simple as creating a 1920 x 1920 graphic. And all you're going to do is have a
sphere this something like this. For now, guys, we're going to start with the most basic abstract. This is what's so important to do as as a game dev is just start with super duper basic abstract forms. Prove that it works first and then you can detail it and make it look right. Um, so I'm going to take this and just blur it. And then we're going to save this into our project. And we're going to use this as clouds that the the level is coming up through. This is so tough though because we want to be able to we don't want it to cut through parts of the level that are interior below us. So, it's going to have to always be below where the player can actually walk. It's This is hard. Honestly, I
didn't think it was going to be this hard. Surprise, surprise. TSP says, "How about being able to dive down and then swim to an island with a fun secret? It's just going to take me another year if you guys are okay with delaying the game by a year. Um, what am I doing? Let's just save it here. Fog Quad. No, that's not what it's called. It should be called Cloud Quad. Sounds like a cool game. Cloud Quad. See, this is the thing, guys. A lot of you are probably like, "Oh, use volumetric fog or go grab an asset or blah blah blah blah blah." And you don't you don't you don't want to do that. You want to be super duper careful.
You want to be super careful and you want to try and get away with the cheapest thing possible, especially for an indie game. And look, this game, this game is not optimized in the slightest. So that's why I've tried to be extra careful with what I'm doing here, right? Putting it right here might actually work. Super big though, so hang tight. Where's the freaking handles? Oh, it's not selected. All right, let's go ahead and
throw our quad on there. or our graphic on there. What was it called? Cloud quad. There it is. It created a material for us. Transparent. Good. Is it lit or unlit? We're going to do unlit. Although it doesn't have We're going to have to do particles. It'll have to be a particle. Unlit particle. And we're going to do soft particles. So that when we're standing on this right here, it's fading up against the edge there like this. See? So that is what I meant by having the clouds hiding everything. Honestly, you just don't want it to be cutting through parts of the level. And that's why it's troubling to do it like right here because you can then see it. So,
you got to be I'm going to be extra careful with where I put it. Um, yeah. And then we can add a bunch of texture to it and change its color and all that cool stuff, right? Um, that's a little big. It's kind of wild how effective this is, you know. You also don't want the player to be able to fall through it, right? So, you really want the player to die before they fall through it. So, it's really hard to to get this perfect. I'm really uh I don't love this solution. I really don't. Okay. So, I'm going to call this a cloud
quad. And we're going to be very precise with where it's placed. Um, I'm going to put it inside of a prefab folder so that we can use it over and over. So, there's one there. And then there's going to be one right here. Okay. So, that's going to be what it looks like. And then we'll create a cool texture for it and stuff and see if we can get that to work. Uh let's let's just enter play mode here and take a look. This looks great, right? But then when you look down, you want it to feel like there's crazy cool clouds hovering, right? So, what are we going to do here? Oh, man. Be clever,
Thomas. Let's bring it up. Just like that. That's a good spot for it. Now, we want to scale it down so we can see the horizon. And we want to fade it out very subtly. So, we're going to get the generic shape down first, guys. Why didn't you save? What? Cuz it's called Fog Quad. Delete. We need to go into cloud quad. Well, it has to go through the building for it to feel like fog. So, it has to intersect with the building. You just want to make sure it doesn't intersect through places that can
actually be playable, right? Um, we'll make them we'll change the color and everything. Right now, we're just getting the uh the size and the shape perfect and sort of that the fading. One of the things that I want to make sure it does is it fades properly. Yeah, like that. Dude, we may not even want to see the ocean. I mean, there's part of me that's like, wouldn't it be cool if you just saw clouds, you know? So, let's let's try again. That might be cool if you just see clouds. You got We're going to have to be so clever here, too. I mean, there's just so much we have to do here just to be like, it's all a freaking magic trick. Okay, we got to scale that
up. Drop it down. Okay. All right. So, this is going to be so interesting. What we want to do is we want to take this color here. This is so challenging. We want to take this color here and put it on top of this, man. Okay. All right. Um, we want to make sure we remove that white. So, the way we get rid of that white is you go to your settings here in alpha transparency and remove PSD mat. Hit apply and it should get rid of it. Okay, got rid of it. Good. Oh, look, guys. See that? So, it almost looks like the skybox is blending in with that down
there, which is exactly what we wanted. Okay. I don't even know if I want to see. The more I think about it, the more I'm like, I don't think I want this this reflection. I just feel so much higher up when I have no horizon at all. Do you know what I mean? Like there's part of me that feels like this. Come on, you mother effer. That feels way more daunting where it's just clouds as far as the eye can see. No, we're not spectrum. I appreciate you're not hating at all and I appreciate that we're they're not going to rotate this. They're rotating so that
we can see the different angles of the skybox. We talked about this like 10 minutes ago. We're going to have it stop moving. These will move. These clouds here, these will rotate. Okay. Wow. You know, I wonder what would happen if we added some kind of a cloud normal map here. The problem with normal maps is that you're going to rely on a directional light, which we don't have. So, that's not going to work. Let's add some texture to the cloud quad. Okay. And I'm going to merge these together here. Do that. Okay. There we go. Got it. Got it. Um, it's a little purple, so we're going to reduce the saturation. I don't know why it's purple. I just I pasted it directly from the skybox, but whatever. Whoa. Okay, that's so much better. Okay, guys.
Do you see what what's going on here? We're blending it. It looks like the skybox is blending in with the ground. It's a trick. No, don't be sorry, Spectrum. You're right. That was You were totally right. Seriously. Um, you are absolutely right. This to me feels way higher up. I want it to feel like we're in the sky, right? So, what we're going to do, why not, you know, why not just feel like we're in Cloud City? We don't need to see the ground. There's something really daunting about that. This feels great. Don't be sorry. Don't be sorry. It's okay. I'm not upset. Okay, this is a better color for the fog. Yeah, we'll move it up just a little bit. There we go. Okay. Um, the fog. We're going to change the color. One sec, guys. Hang tight. It's a little too red. Okay. I'm I'm getting excited now because I know that we can add detail to
that sprite so that when we look down, it looks like clouds. Yeah, it feels way more high and way eerier. Sometimes less is more. It's almost like we came. It's almost like we came through the clouds. It's like we're emerging. I want to show space. That should be space. Okay, hang on, guys. We're coming through the clouds. Oh, baby. That's exactly what we want. We'll do fog cards. We'll do all of that. This is great idea, Ember. Very good, guys. I'm having too much fun with this. This is important. We talked about this earlier. This is very important because, look, listen. This is important
because why? Well, I I'll tell you. You want the player to feel rewarded, even if it's for like five seconds. Uh you want them to feel rewarded for getting to the top of the tower. So, here's what we're going to do. Watch. We got some space images. We'll do a moon even. Why not? So, we have space. Look at this. Let's see how this looks. Ready? Let's take a look here. Don't rotate. But yeah, that's going to be the idea. Oh, yeah. I'm getting excited. But you want it to be eerie. That's the thing. Uh it's it's that's the trouble with all of this is that you want it to feel eerie as well.
So, I wish the idea was good. I wish that it made sense. I wish that it was all great, but it doesn't work for me. This probably just needs to be smaller for one. And then it needs to fade as well. It just needs to be like a subtle very subtle layer here of just like it's almost like you're you're looking through. We'll set it to multiply or I'm sorry screen. Uh we might need to change the levels here. Thomas, how do you change the levels? Let me show you levels. There we go. Look at that. Super duper subtle. We're not trying to be uh Mozart here or or
whatever. We're trying to be very subtle. That's kind of cool. Yeah, we just emerged from the clouds. That is going to be something. I can't tell you what that's going to be, but that'll be something right here. Um, that's sweet. You look up, you're like, "Wow, I'm at the freaking top of the tower down there." Scooey, we're going to do a bunch of cloud highlights. Let me show you how we're going to do this. I think you'll find this very interesting. What I'm going to do is I'm going to go to cloud quad. I'm going to make this bigger. We need a higher resolution here. So, we're going to go 3840. Yeah. Well, we should we should probably do a cool moon as well. Why are you taking so
long? And um I think what we're going to do here, let me just draw it with a pencil. A pencil like this. My theory is if you draw it in a circle, you're going to see highlights of the cloud um ripples. So, let's take a look and see if that works. Yeah, something like that. Does that make sense, guys? What we're doing here. And this will rotate, but you kind of want it to go all the way around. So, again, we're just drawing in real time in Photoshop, and we're just getting an idea of scale here. You know, how far back do we want these cloud ripples to go? Yeah. Does this make sense? What's going on here, guys? This and this I'm not gonna This is going to sound really cocky, but this has been something I've had to practice for so long. Understanding how skyboxes interact. Like what? Height is really hard to do.
Height is really hard to do with games. If you have just terrain, it's so easy. But if the moment you look down at a skybox, you can then see the bottoms of your model. It's tough. And so that's why you have to figure out how to use these quads. So anyway, let's go ahead and find a way to maybe get some cool clouds for some highlights. That that could work. Thomas, what? I'll show you. What do you mean? Let me take a look. Take a look and see. If I go here and I paste it, watch this. I'm going to take this just these bits and bobs here. Bits and bobs for your wizardry. And I'm going to take this right here. And we're going to see if we can create. Actually, watch this. I wonder if this will I could be totally wrong here. Just experiment. Okay, don't be afraid to experiment,
guys. Put that right here. Okay. If that was blurred, it might work. It needs to be pink as well. Yeah. Let me blur it. Yep. Okay. I think I I think I got something here, guys. So, basically, what we're going to do is just create texture, and it's going to The texture is going to be our base layer. Is it windy? Yeah, there's wind blowing. A nice base layer
here. Yep. Okay, we got a base layer. We'll reduce its saturation, of course, obviously. And it's just going to subtly extend. Isn't this cool, guys? Going to subtly extend here. And I'm keeping those lines there to give me an idea. Yeah. Of the different shapes we want to do. And then we'll remove the lines. I promise. But subtlety, subtlety is our friend here. We're gonna fade a lot of this out, blur a lot of it. It's just going to give us a nice base layer of this uh little quad. And I think we could probably get away with multiple quads sort of overlapping each other. Um, and I'm going to have two. One of them is going to be that dark quad and the other one is going to be a transparent version that rotates on top
of it. Does that make sense? Okay. Yeah. It's funny. Uh some of you don't trust the man, the master, the legend, Thomas Brush. But just hang tight. I've been doing this a long time. Hang tight. Okay, so that's one layer. Okay, this is our base layer. Desaturate that. Blur it. How are we going to do it? How are we going to blur it? Who knows? Use your brain. We're going to use radial We're going to use a radial blur. There we go. It should create a nice There we go. It's a nice sort of cyclone effect. Okay. Good. Good. Thomas, let's reduce.
Someone's screaming downstairs. Oh, that's just my son. He's just having fun. Mom, not so much. But my son is having fun. Blur it. It's just a subtle texture. That's all we wanted. Very faint, subtle texture. Awesome. Now, we're going to have layers and layers on top of it as it spirals. I'm going to fix that seam. I promise. Oh man, this is going to be so cool. Um, can't see through it, and that's okay. We don't want it to be see-through. We're going to create another one that is see-through, and it's going to be just wisps of clouds. Okay, this one we can drop it
down. Okay. Yes, I love this. Okay. Why Why do we want this to be opaque? Because we don't want to see this crap. So, we want it to be opaque. Do I want to see through the underside? Yes. Because if I'm below it for some reason, I want to be able to look up. So, the tricks are working, my friends. Drop it down. We don't want the mesh collider. And then finally, I'm going to go ahead and inside of itself, I'm going to add another one, but this one's going to be a different texture. It's going to be just the transparency parts. Um, file, save as, cloud quad, transparent white wisps. Yes, I use spaces. Sue me. I love it. Um, put that inside of this one here. I'm going to call it, what is it?
Transparent white wisps. There we go. There it is. Set it to transparent. Um, this one I believe we could No, we're going to keep it that size. But what we want to do is make sure we go to the actual object it or the file itself. Office transparency remove PSD mat. Apply. Yay. These this it'll this one will rotate for sure. My hope is that it's setting up the rotations pretty straightforward. It's going to rotate around Oh crap. Yay. The Z-axis. Okay, good. um at a value of5 and it's going to go we're going to drop it down below the other one or above the other one. Oh, careful Tom. You want to set soft particles and we're going to set to not as intense. You know, that actually looks great. And uh we're going to reduce the opacity for
this top layer here. And what I'm going to do is I have a theory that all we've got to do here is just add a bunch of this. Okay. And then we'll bevel it. Hang tight. We'll see. This could be a terrible idea. And then we'll do a motion blur. Uh motion blur and then bevel it is what I mean. And this is going to rotate on top. Okay. Hang tight y'all. Just trust trust your daddy. Okay. A nice just flat black blur motion blur. I'm sorry, radial blur. Not that much. Okay, we're going to do white for now. We just take a look and see if this
looks good. Okay, I kind of feel like it needs to be scaled up pretty big and dropped it down. Oh man, I don't think the radial effect is going to serve us. I don't think the radial effect serves us here. I'm going to grab a cloud PNG image. Cloud PNG needs to be transparent. Okay, good. I got it. I got one. download. And these are fully licensed. Don't just go grabbing stuff from
[Music] Google. Okay. So, let's see if this works. I'm going to put this one here and just see how it looks. Okay. already. That's the idea. Okay, good. Um, this I don't even need that base layer. I need to just have this. And we're just going to create some subtle Yeah. Yeah. Yeah. Yeah. Yeah. Yeah. So, I'm just getting the texture down. Okay, guys. Then, we're going to create like four layers of it. So, it almost looks like, what do you call it? Ray marching. So, it almost looks ray marched. Um, so far so good. Just going to create a bunch of different And by the way, if you want to see this better, I'm going to just put a black layer underneath this here so you got to see what we're doing. Just little stamps of texture is
all we really need. And for those of you just joining us, just remember to check out that webinar below. It teaches you how to make a 3D game. And look, I get it. You know, a lot of YouTubers overpromise and tell you how to make games, and I get that. I know that that's annoying. However, I'm somebody who actually makes games. Um, there's some there's plenty of YouTubers who actually make games, but there's some who don't or they do, but they're just sort of they make small little games that don't really they don't really sell. Um, so I get it that you can be skeptical of like a webinar or something, but I'm going to teach you what I do and how I make things um, as it pertains to 3D games. There's so many things that people try and teach
you and it's like you don't need to know that stuff. So, I'm going to try and give you what you need to know. That's that's what that webinar is below. It's free. Check it out. See if it's something you're interested in. My treat to you. Okay, Thomas, you win. Yes. Yes, I agree. I know. I know. I've won. And we're going to create three or four different layers of this. It's going to rotate. Hopefully, it'll rotate so slowly that it won't feel like it's rotating, but it's moving. So, we'll see. Um, color, right? That we need to worry about color. I wonder if we could just get away with doing it like this. I wonder, Mr. Potter, the se that the feather that resides in your wand was the feather that was given from Voldemort's wand. You mean Voldemort killed my parents? How's everybody feeling about
the new uh the new Harry Potter show? Anybody? Are we excited? Are we nervous? Is it going to mean expectations? There we go. It's a little too saturated. Yep. There we go. See, Thomas wins. That's great. So, what you do is you just bring it up again and you rotate it so that you're just getting this. It It's gonna Guys, I I really do feel like this is gonna it's going to look like 3D clouds and it's going to be hopefully pretty cheap. Okay, that's the theory. You guys want to take a look? We're going to do uh five for this one. We're going to do -2 for this one. Um, this one we're going to drop much
lower. So, we're going to bring down the whole thing. Bring this one up. Bring this one up. And then bring this one up. Does that make sense what I'm doing here, guys? So, now we have this parallax. I could be mistaken here, but it might be a great idea to make these 3D. So, let's let's take a look first and just see how I want this to be a little bit more [Music] There's something to be said about changing it to be like that. There we go. Let's take a look at
this. Someone's staring at me through a window. Get out of here. Go. Oh, it's an Amazon guy. Okay, let's see. Y'all want to take a look at this? So, for some reason, I see black. Why do I see black there? They're not rotating. Let's increase the speed. 50. And this one's going to be 60. Why aren't you rotating, you motherfer? I demand you rotate.
Why aren't you rotating? What? Let's set it to a th00and and see if it spins. Or 5,000. Who's Why are we vomiting in the chat? All right. Please just spin. Why aren't you rotating? You freaking Oh, what is happening?
Is it that hard to just rotate? Hang on. It should be doing this. Oh, the the max speed is set to 5,000. What? What? Set it to 25. Set this to negative 25 or negative 24. And then this one could be 30, you know, and you'll get this cool. It will look like it's blending together. We could probably do water like some kind of pllin noise, but I think this will do it just do just fine for us. Um, we had an issue and oh, it's I'm done with this whole rotating skybox. So, let's get rid of that. And then let's also let's go ahead and make guys you'll love this. The way we make this skybox. Who knows how to make this perfectly
loop. It's as easy as one two three four five. Perfectly looped. Now that is the UI. So I'm not worried about that. Overall, I think that uh hey, just make sure you don't have mit maps for your skybox and you're good to go. Rock solid, baby. And we'll put some above it as well. That would be cool. And then you look down and this what you see. Why is it Why am I seeing darkness? I see if I could change it to uh a different kind of maybe additive.
Additive. There we go. Okay. The speed is ridiculous. So, let's reduce that. Okay. Let's reduce the speed of the rotation. We're going to do five, negative, six, and then two. And we want to space those out significantly more. So that's the bottom one. Layer one, layer two, layer three.
Wait, I think we're back. Are we back? Pit said tariffs are taking effect. Oh man.
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Distilling the key insights…
Thomas Brush · 2026
Thomas Brush · 2026
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