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100 DEVS Make a GAME without COMMUNICATING! (1-25)

May 06, 2024
100 developers create a

game

, but there is a twist, no communication between them is allowed, this is the ultimate pass, the

game

challenge, the largest collaboration of game developers on YouTube. I will start the project by working on it for 1 hour and then move on to the second. Developer who also has 1 hour and then moves on to Dev 3 and up to 100 developers so get ready for an absolutely crazy journey starting with Dev number one so I decided to dedicate my time to building beautiful mini Hub worlds that will hopefully would generate Spark. the imagination of the other 99 developers using Unity's terrain tools.
100 devs make a game without communicating 1 25
I started by creating an Earthly Portal that seems to lead to a dwarven kingdom, then I created a frozen and desolate world, it even has a creepy door right in the middle that seems to lead down. to some depraved dungeons and finally created a nice hot and spicy desert that completely contrasts with the other world and really promises that you know open spaces and adventures, so I can't wait to see what the creators of nck are going to do with this and by what broke my window oh what happened i heard your screen he just threw a flash drive through our window oh wow yeah he must have a good throwing arm he how great you are you're complimenting his throwing arm no i'm just just saying it, It is quite difficult to break a window.
100 devs make a game without communicating 1 25

More Interesting Facts About,

100 devs make a game without communicating 1 25...

I was watching a Mark Robber video about this a moment ago. Can? Can I just work on this now? Yeah, sure, man, thanks, man. Anyway, I guess since there's no game yet, I'm the one to decide what the base will be and since 98 days have to work on this after me, I figured I'd use Unity's first-person controller, a decent amount Of them should already have some experience with this driver, plus it just starts the project and doesn't keep it stuck in a state where nothing really exists. The levels themselves maybe think of a Norse mythology setting except for the desert, but we can ignore that, don't worry about that and I really want this game to have an interesting style, but it should also be easily replicated by any future developer through from 2D or 3D, so the player's hand is drawn in a style that immediately gives it this fun aesthetic, in my opinion it allows future 3D artists to model the environment and 2D artists can draw new hands or even 2D enemies which I would like to see in Retro Shooters anyway, the player's hands have magical ice powers because they could be a mythological character from the North, perhaps known for their ice powers, there is a simple finger gun.
100 devs make a game without communicating 1 25
Charcoal shot. I only had an hour. Come on, now I want to

make

creating and editing skills easier. Added the spell system from my Mana Valley game. I converted the existing attacks to the new spell system and Chang changed some things they had. They've been teasing me at this point, the attacks were just visual, so I also brought in my game's damage system to give future developers a plan on how to set up damaged objects. I created some targets in what I call Microsoft Paint. style, one of the cool things about the damage system is that it pulses the scale and flashes any object that gets damaged.
100 devs make a game without communicating 1 25
Flickering will work with any material, but it requires the developer to enter the shader output channel name, so I guess we'll see if anyone figures that out to complete the game loop. I made it so the targets would respawn after a delay. Now you can cast spells and damage targets forever before continuing with this crazy project. We wanted to let you know what we have created. A complete, free game development course that will teach you the fundamentals of Unity while building this beautiful little game that you can check out right here. If you want to take your first steps towards becoming a game creator then this is a must again it's completely free and the link is in the description below with that said let's move on to developer number four okay I see magic or something , okay, look, I always wanted a game that is Battle Royale but magical, like pubg, but Skyrim together, look what I do.
I'm saying I think it could be really cool, it seems like the perfect opportunity to do it, obviously I have no idea how to start doing something like that, however I do have an idea, let's say we just create the main menu and I'll just name the game, you know, a slightly suggestive title, done, now all we have to wait is for the next person to find the menu and start creating our game. Hi, I'm Ryan, the developer of Night Stones, an open world game with some beautiful. nature, so I wanted to bring some nature into this game instead of planting trees.
I added a spell I call Eat Your Greens. It is low damage. High firing rate spell because I can't imagine anything scarier than a wizard rapidly firing 5 calories of spinach. to you, so eat your vegetables and watch Night Stones. I'm out hey these are more James games and when I got the project the first thing I did was fix the hand so it was active on the screen again and then I added an indicator for which spell. was active added weapon switching with number keys made one of the weapons a rapid fire machine gun fixed some effects and then I ran out of time good luck whoever is next I decided to focus my short time on two things, the first thing What I did was spend After a lot of time cleaning up the existing code base, the second thing I did was create a system to fight enemies against, since I have good experience with the AI ​​enemy logic of my tank game, it was pretty quick for me to

make

a The basic enemy creates different states and allows him to follow and attack the player.
Oh, and I also applied horrible time art when I got the game. I didn't really know what I was looking at, but what I did know was that I needed to do it. changing the spell shift with the scroll wheel because it didn't work well, now it works, yes it is working, but trying the game to see what the people's plan before me might have been left me getting crazy whiplash every time I move. the mouse, obviously I started with a settings menu that allows you to change your sensitivity, is it necessary this early in development, no, but Whiplash is only for car accidents, not for video games.
With this I added a code that could only be accessed when the game is fast, but that, in addition to properly damaging enemies, which you can't do yet, is a problem for a future death. Good luck. Hi, I'm crazy right now. There is no way to know how much health you have, but by doing a generic health. The bar would look pretty out of place right next to this hand, so I tried to make a realistic heart style hand and made it beat faster the lower your health. I also replaced the textures in the level trying to match this retro pixel. art style that the previous artist was looking for Hi everyone, I'm Ram from Binary Lunar and I think you came across one of my Unity tutorials on YouTube so I updated the main menu by adding pixel art and also added pixel art 3es and updated to the enemies to have pixel art animations.
Hello, I'm Daniel from the hive. I jumped on this. I saw the main menu which piqued my interest so I started creating the first stage of ice. Then I realized we'd need a way to spawn enemies, so I spent. I spent a portion of my time creating a simple spawn system where you can define custom areas for enemies, then I hooked up the door management system that would wait for all enemies inside a room to be killed for it to open and then , with the time left, I tidied up some loose ends and got to this point.
Hey, I'm Ollie from mashup games. Let's see what I did first. I added the spell selection wheel where you hold the right mouse button and drag the mouse to the spell you want to select instead of Using the scroll wheel secondly, I thought the game needed more than just projectile spells so I added a spell that allows you to grab objects and throw them across the battlefield at enemies. It also helps the arena feel a little less empty with a bunch of objects in it. That's all for me Hi, I'm Floron, let me show you what I did with the project.
I wanted to add some painkillers. Vibes, so I let the enemies drop a green orb on the desk. Here it gives the player an experience point to gain levels and allows. him to unlock new spells. I also added a bunny hoop system where the character can increase their movement speed by continuously jumping at the right time and that's it folks, when I got the project I quickly realized that a lot had been done, but a lot of it was I left it broken or incomplete, so I quickly fixed the spell unlocking system, added a generic Singleton class.
I also added a validation check for the enemy spawn position in the navigation mesh and a few other miscellaneous minor changes to improve gameplay as soon as I opened Unity. I was expecting something special because I almost killed myself when I got caught in my own bullets. God, I hate when that happens, so to fix that, you guys don't care, you want to see the manam meter. I made the cool new hands I made. the animations I added with this super satisfying new power ability that gives you all your Mana back and no offense to whoever made this map, but it looked like this, yeah, it still looks terrible, but I tried it, opened the project, got on the ice. level but I see this I decided to change the terrain texture of the first level.
I knew I had to add a new shell. There is ice, there is green, but where is the fire? So I programmed both the death screen and the full level screen and every game needs a bathroom so I added one as the last thing. I added the completely fun working settings menu to the main menu and pause menu. At first I noticed that the game had the original Doom aesthetic, seeing enemies drop an XP orb upon instant death gave me the idea to make the orbs explode like they do in Doom Eternal when you perform a glory kill.
As I worked to make these orbs satisfactory, I realized that they could also be used to restore players' health and mana, which led me to create three types of mana health orbs. and XP I also made enemies have slightly different drops depending on their type. Wizards would drop more men and vampires, more health orbs, in theory this should make combat more interesting as the player would have to prioritize killing enemies that ultimately restore what they need most. For some finishing touches I added Flash and damage indicators which made shooting enemies much more fun. You know, this game needs a boss, so my brother started by modeling the boss and I started by reshaping the terrain, adding some grass and then adding some walls and pillars to create a boss like Arena.
I also started coding the basics of the boss. At this point the boss had been modeled and animated, so I brought this all together with some optical effects and also changed the boss projectile to follow the player. and this is what you get. The first thing I noticed is that you deal one damage to enemies, which is a little disappointing, much better. Every game needs a script, so I added one and then played the Eterno toilet. Then I enabled the spell. rapid fire and also removed these almost invisible enemy projectiles and replaced them with big red balls and lastly added sound effects so I mainly worked on the UI because I had only done 2D games before and didn't want to waste time. figuring things out and unraveling everything, so I amateurishly copied the art style of this heart to make an arm for Mana, which sounded much better in my head, but then I replaced the entire UI template and finally ran out time trying to figure out how. to show the update screen manually instead of interrupting the game, so I just planted some trees Hi everyone, I only have a minute, so this is Orion from constellation creative.
I was accompanied by my partners JT and Nacho for this project, as well as my dog. Klouse, uh, who helped me a lot during the process, so we decided to treat this a little bit like a Jam game where we went in and had JT make a design document to lay out what we were going to do for the project that ended up. being an armor drop system to modify characters' skills and statistics. I started by programming some rebar scripts and a master rebar list. He made it auto-complete to remove and change items when changing rarity to balance armor.
I made a tooltip system. with a custom text parser for effects that I was very proud of, so here in the arena you can see the finished product. If I kill this enemy, I will be able to drop an item. The objectit has a tooltip and an effect, and when we equip it. The item for the most part all have functional effects, except for a few of them that are meant to affect spells. Thanks for having us, I can't wait to see what the next developer has in store. Oh it wasn't that great anyway, I only have 3. hours so let's get started, this is what I want to do.
This is a first person shooter game and shooting doesn't work. See, when I'm shooting, the bullets go to the right of the item, so basically, instead of shooting the bullets like this, I need to shoot them like this, problem number two. I love the art style we're going for here, but some of the textures are pixelated and some aren't to solve this problem. I brought the non-pixelated textures into Photoshop and increased the contrast a bit. scale them down a little bit and now instead of looking like this, they look like this and finally, number three, the enemy orbs are looking a little too orbs right now, so I jumped into the Shader graph and composed this nice little Shader to making our ice attack look a little bit more icy and our fire attack look a little hotter actually one more thing.
I added this secret room somewhere on level one, let's see if anyone finds it. I make you come out better, get out of here right now with your Battle Royale. What does magic smell like? The best art is the side of things. I don't know what that means. Wow, awesome, so they took my little Hub World and changed it up quite a bit. It is no longer the ice world and in fact they created one. Crazy giant world here wow okay it's happening there's a lot going on uh I really like the visuals I really like the textures I really like the UI not sure if I'm the biggest fan of that hand be low poly 3D rather than the same style as the rest of the UI, but maybe it's for the better and hold down the middle mouse button. to open the spell selection, I have a little problem, the middle mouse button does not work.
I feel like Ty is here. Also my space bar is broken so please calm down. Well, there is also the problem. My space bar still doesn't work. You throw them with space, can I jump? I don't know, my space bar is broken. Oh boy, I can jump too. Wizards, an army of wizards who shoot fireballs at me. Yes that's fine. I like that the enemies are D Sprites. It feels good. play oo it sounds like this I don't know what it is it feels juicy like I like the hits the noise of the hit feels shocking wow that was very polished very smooth this looks really cool wow me and oh look the ice explosion still has the same norse rune as a symbol, that's cool, yeah, I like these.
I really like the user interface. The style is like a strange mix of things. It's like a 3D hand. I'm not sure which one I like more. It sounds like I probably mean ago. From a game developer's point of view, it probably makes sense to just lean towards pixel because then anyone could do it. It doesn't seem super powerful. I don't like it, oh okay, this one actually feels less impactful, which is kind of interesting. Okay, so what is this? I can't read any of this, of course, we would need some beautiful fantasy music here, so all the music composers, guys, if you want to participate in this project and help us with this, be sure to contact us. us at P the gmail.com game challenge or what is this feather cape?
Movement speed six% this doesn't feel like 6% oh my god wait why is there a bathroom up there? I'm sure there's a boss, right, oh yeah, there's a boss. overtaken by the developer I'm getting too fast why am I so fast yeah, it's cool it's interesting this is like a quarter of the way done huh, it'll be interesting to see how it plays out I want to keep this short, but This looks really promising. I can't wait to see what the next 25 developers will do, for example what this game will look like when we reach 100 developers, it will be absolutely brilliant, this is totally different to anything I've ever worked on. in these collaborations, it's great to see and I'm excited for the next three quarters of people to work on it, the combined effort of these 25 unique creators to create this really fantastic project that has so much potential, so yeah, really congratulations. everyone, thank you all for participating and I hope to make more progress in this game in the New Year.
We hope you enjoyed the first part of this project, but as you can see, the game is not over yet, so let's continue this amazing collaboration until 2024 and if you want to be a part of this amazing project, you are an NX developer 75, email us your game portfolio at pass theame Challenge gmail.com and we will most likely ask you to join us. In this crazy journey of game creation, guys, do you want a free and easy way to improve your game programming skills? If so, you should consult our sponsor. Brilliant mathematics plays a very important role in video game programming, for example programming enemy AI or even simulating.
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The link is in the description. That said, greetings.

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