Medieval Life is a first person, single player, open world, procedural generated, simulation game with medieval theme for PC. The game is in development. Follow me to learn more.
The game has pixel art textures and all the terrain, houses and NPCs are procedurally generated. You will be able to customize your house, have a job, interact with other NPCs and live in a medieval village.
It is inspired by other games like Stardew Valley, The sims, Minecraft and Animal Crossing. I use tools like Aseprite to make the textures and blender for the 3D models.
In this third devlog video I explain how I ported my game from unity to my own custom game engine made from scratch in C# in only 25 days.
The engine is written using Veldrid for C#, and it runs on OpenGL, Vulkan and DirectX11
Follow me on Twitter. I post updates of the game and funny gifs: https://twitter.com/cibermandev
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ThinMatrix OpenGL Shadowmaping tutorial: https://www.youtube.com/watch?v=o6zDfDkOFIc
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26 comments
Unity is perfectly fine for Procedural Games.
Writing your own GLTF parser ? WhaT??? That line is too short for what reaLLY pure mad work put behind
I like your effort to learn how to build something from scratch and understanding how something works under the hood.
You made it look easy. :O Nice job. 💯Do you think working with Unity first was good for you to get ideas on how to structure certain things in your custom engine?
Your game looks a bit uncanny, however it's good game!
Very cool! Building a game engine seems like a great journey by itself.
I run linux if you ever need testing for that
I've recently been moving from Unity to my own Monogame engine. 🙂
Just shows that indeed, Unity is not necessary to make professional games as many devs these days say “just use Unity”, Your project shows that indeed it is totally possible to build high quality games from scratch, I am too currently learning how to build games that way (the C++ and Rust way), And by the way Unity too is not built from scratch, they integrated PhysX, Mono and other free open source libraries that one himself can just grab for free and integrate into his own “from scratch” project, So what’s the difference if we integrate those libraries ourselves vs Unity integrated them? I much prefer to do this kind of work myself and be able to determine exactly what goes into my game and which libs. nice videos, Thank you for showing us your work.
great! you should show the performance difference of your own engine and unity on your game
Well done! Thank you for sharing your journey 😊👍👍
That's cool you were able to port to your own game engine but are you concerned at all about how it will be more difficult to build your game for consoles, etc. if you want your game to be on more than just PC?
Your Argentinianness is evident from afar!
wachoo que talento, me alegra que hayas decidido hacer tu propio motor, eso le va a traer varias ventajas al desarrollo del juego.
Espero el próximo devlog c:
looking forward to see how it progresses 🙂
Once this is done me and the boys will be playing medieval sims
You're busting the myth that game engines are complicated. Handmade games are many times more valuable than generic ones. Good luck to you! More vids, pls)
Really cool!
Cuando sea grande quiero ser como vos (? jajajaja
Excelente laburo man
Wow that is an insane amount of progress for only 25 days. I really enjoyed your commentary through the video too. Looking forward to seeing your future updates. Good luck!
wait, why is Unity not so great for procedurally generated games?
This is so cool I want one day to do that to
Very nice! Really inspiring and a lot of good information in it.
Converting the whole project from Unity to a from-scratch engine in under a month is a serious feat!
Estás completamente loco pero banco el proyecto a full! Muchísimo ánimo! 😄
"It is a simulation game similar to The Sims or Stardew Valley but with cute 3D pixel art graphics." it's basically as though you've picked up all the nicest things in the creative gaming universe and roped in one… quite a promising project, indeed. The best thing, I'd say, is the passion you transmit as you explain the processes behind the visual phenomenons within the game, when I know so many programmers that have programming as the thing they like to do the LEAST. Go figure, lol — all the best to you amigo
Cuanto laburo Javi! Excelente trabajo !
2000 errors and warnings…… I would never get through that. good job lol 🙂
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