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Create free accounthey guys my name is Thomas pressure the creator of a game called never song it is a game about a boy in a coma click the link in the description to wishlist that game or if it's already come out and you're watching this video like the link in the description and give it a shot and play it maybe you'll like it I'm gonna play it but I'm gonna do something cool because I'm the creator I can actually open up the game inside of unity and unwrap it so we're gonna play part 2 of this game there's gonna be a lot of parts so this is one of them so let's open up unity and play this game and hope it works it's probably gonna have a few bugs but whatever please wishlist it would mean a lot to me let's go so we've got ourselves a glitch here and I think this is because I didn't recently pull from what is called SourceTree which is just a it's a GUI for or a GUI for github
so some a few bug fixes I haven't actually pulled down yet so one of the bugs is I actually have my skateboard right now which is okay actually it's not going to cause us any problems okay a red wind field hey what's up you sound upset I just saw red really yeah a man carried her down into the spidery and Sewer so listen closely to make this game sound dreamy I added you some of you might not like it but I like it you'll hear a subtle reverb on all of the voice acting and it's not actually in the audio files I'll show you how I did it you know it's just subtle reverb okay alright we got ourselves a little Nabi all right let's um I'm gonna pause
it for you here or bring it down to a smaller size I want to show you how we achieve that reverb it was done in the audio mixer so we have all of these different what they're called snapshots and the outdoor snapshot has four or three groups we have clean which is when I swing my sword that's using the clean group being passed through the clean group then there's also voiceover and voiceover I don't let's see I can find click on it it has a effect on it called SFX reverb and with all these different settings here giving a very subtle reverb to all of the voiceover and that changes depending on your location if I'm inside of a cave we set the snapshot with code we say if you entered cave set the snapshot to cave and that snapshot is gonna determine what the effects are and what the settings are in each group not sure if that makes sense let's save what's this hot fizzle if you
collect a hundred of these you'll get another heart gracias everyone knows the taste of snow have you tasted it yourself nothing tastes as good as our steaks come to Johnson steak house you know so when when I let my brother play this demo or the demo of this game you couldn't do a downward swing to like hit enemies and you wouldn't pop up after you hit him and he was really bothered by that that was like his number one gripe with the whole game is why am I not bouncing when I swing my bat down on an enemy I should bounce and pop off I should be rewarded for a trick like that
and so I immediately the next day told Eric we gotta get this done this is a priority this is the highest priority that's just cuz it's my older brother and I think that everything he says pretty much gospel parkour okay hello Gamboa hi I see you the mighty parkour ninja boy at your service have you seen Ren gum boy sir well I already told John I'd help him find his dad you're a jerk dude okay who's that
voice actress her name is tiffany tiffany i can't member named why can't I remember her last name she's she's a prominent voice actress for a lot of different anime series golden box here I'll remember it [Music] looks like a coma card these things are older age in red wind there's a ton of them hiding all over the place be sure to collect and equip to change your outfit so these aren't actually gonna work I don't think they will if I press space on them yeah they don't work actually it does work yeah I got my headband it just
didn't actually get turn the star Gold which is this little star here it should turn gold so that's a bug but that's been fixed for the steam version where's the music okay we're good all right dude who are you how did this happen Simeon no I don't know why on earth you are stuck in this well I see that makes plenty of sense what can I do to help I think it's hilarious sorry I still laugh at my deaf my own dialogue I love I just love it there was a reviewer who reviewed pinstripe just a user and he said that my dialogue is cringy and I think that
it is cringy and but it makes me laugh at the same time spiders I'm on it okay by the way guys all of the children in this game are female voice actresses I found that female voice actresses are really good at doing children's voices this one her name was oh man I'm gonna get big trouble I can't remember all of these names I knew her name I'm gonna just slap it up on the screen I can't I I promise you I've had like really deep long cut not really deep but a lot of conversations over email with
all of these actresses they're they do a great job I just can't remember their name right now cuz I'm terrible with names sometimes I call my daughter my wife's name and sometimes they call my wife my daughter's date okay so I'm not great I have bad memory so this was the very first thing that I put in this game it originally looked like a bite a giant butt but I felt like maybe maybe not for this age group I want like six year old seven year olds to go to play this game and it was a button I don't know if that would be okay nice okay I'll go ahead and shrink down the screen size for you guys and let you see both the scene view and the field or the game view as well let's go to our screen boxes here go to frame one
two three here we go and so I just want to let you guys watch what happens to the screen boxes as we move along and my brother was right you know doing that downward his probably the funnest part of enemy design in this game okay so having an explosion of particles coming out of all of the breakable objects is insanely important to give it a nice game feel okay what's over here let's go okay I think that's the sewing needle let's just go ahead and maximize for you guys now that you've seen what it looks like in scene view check it out in the tree that simians
sewing needle sure grab a bird what's this [Music] whoa buddy the slug was here what is your problem I do Wow punky that's amazing that's amazing sure
okie dokie you are a interesting little boy [Music] now let's make our way to Simeon the inflatable child and give him a good old Papa CH that sounds weird did you just call me mcboatface all right
that's actually my voice yeah that's my voice the falling I recorded that I think it was in 2018 I had to scream in my office while my daughter and my wife were playing in the living room they heard me screamed that welcome to game dev here we go are you gonna load my friend I hope so I hope so Oh I mean it's always scary playing your
own game just never know well buddy where you going okay so we're in the spidery and sewer let me turn up the volume a little bit for you guys whoo all right let's open up I want to show you guys something you're gonna like this let's open up a spider inside of spine here's our spider let's go to our actual spine file I believe that's all the way up here there we go spine project files all the way inside of the enemies and it's called spider there we go let's open you up so we're gonna double click on that and it's gonna open up in a program called spine and we're using three point seven
nine three so let's open this up and show you guys what the characters look like in spine alright so as you can see it's just not a super high-res PNG our set of PNG s and they all have different bones so if you wanted to we could you know move the bone like this we could move this bone here we could actually move the fangs as well the wings they don't really need bones all they need to do is flash in and out to show that they are flapping their wings see that so they just literally flicker in and out actually they transfer that that's right they're transitioning to a blurred PNG so let me show you so that we have a blurred PNG and then see how they're just up here they're just switching in and out and these are created in Photoshop so it starts in Photoshop we have all these
different layers in Photoshop we export them to spine 2d and then we export it out inside of or export it into unity and you can see all we've actually got two skins we've got one skin which is the regular spider and then we have the flyer one that's actually jumps and flaps its wing wings when it jumps and there's an attack state where it actually jumps at you the legs are screwed up because I just moved them there's a charge state there's a hit state so that's all it looks like when you hit it there's a land state when it lands makes that body look heavy there's a stand state and there's a walk state now as you guys can see there's not a lot of complexity here when it comes to the animation it's very basic what makes it feel good is the physics that are applied to the spider when it moves and also the particle effects so you'll notice that we have these scripts here this walking script and it's called play variations and not script what I mean is events see these
little words coming up those are actually sent to unity and unity reads it and goes hey I need to play a variation of a sound and so it's gonna play a random pitch for the step sound effect and what that's also gonna do is is going to emit particles as well as it's walking so you can see here all the way down here you have these purple key frames and this is emit particles pitch variation and all of these are going to tell unity what to do as the player or as the enemy steps on the ground so it's gonna emit particles and it's gonna play a random pitched sound effect so let's jump into unity and hopefully you guys can see that happening here you hear you could barely hear the sound effect but you can see the particles emitting from his feet see that that's because of those purple keyframes that tell unity to emit the particles oh I'm locked in
[Music] so you see the wings flapping the world driving the stress of everyday traffic consider Shannon's taxi services call five five five five five I thought that was pretty fun we're gonna stop right here we're gonna do another episode soon play in the description maybe you know it's also in the description which listing wish list never song give it a shot would really mean a lot to me um I can't talk we're gonna try and hit fifty thousand wish list by launch Day which is May 20th man I'm gonna cross my fingers knock on the wood and give a good old-fashioned prayer and hope we hit 50 thousand wish list anyways guys thanks for watching more episodes coming soon bye talk to you later see ya have fun give it a shot have a
good time
This analysis examines the technical development and design philosophy behind the indie game Neversong, utilizing the creator’s own development environment to illustrate core mechanics. The primary objective is to demonstrate how Unity-based game development integrates audio, animation, and physics to create a cohesive player experience. The content focuses on the practical application of game feel, emphasizing that simple visual assets can be elevated through robust particle systems, dynamic audio mixing, and responsive character movement.
Key technical insights include the use of audio snapshots within Unity to manage environmental soundscapes, such as applying subtle, location-specific reverb to voice acting based on the player's surroundings. Animation workflows are highlighted through the integration of Spine 2D, where skeletal animation and layered Photoshop assets are combined to create enemy behaviors. A significant finding is the importance of "game feel"—specifically the implementation of particle explosions for breakable objects and physics-based feedback for combat mechanics, such as the bounce effect triggered by downward sword swings. The development process relies on event-driven programming, where animation keyframes in Spine trigger specific Unity scripts to emit particles and randomize sound pitches, ensuring that character movement feels tactile and varied.
The discussion covers the development lifecycle of a cross-platform title available on Steam, Nintendo Switch, PlayStation 4, and Xbox. By showcasing the "under the hood" mechanics of the game, the analysis underscores the iterative nature of indie development, noting that player feedback—such as suggestions from family members regarding combat responsiveness—often drives high-priority bug fixes and feature refinements. The narrative concludes by emphasizing the importance of community engagement and wishlist targets in the lead-up to a commercial launch.
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