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UE4 Indie game Lost Soul Aside looks very impressive

Yea this definitely looks fun. I like how the dragon familiar thing morphs into your weapons and wings and stuff.
 
Almost 27k views now. This game is garnering more attention increasingly fast.

Also, considering the many subs for channels with various tutorials, this guy's work is definitely legit, outside of what he used from the UE4 store, which he mentions in a tweet.

Top comment on YouTube is revolting, bet they're the same user posting "pixel 8 bit crap" on Spelunky and binding of Isaac videos.

The guy's an idiot.
 
:O

This looks REALLY good, and the trailer was really well made. Really awesome opening.

Really hope the dev sticks with and completes this game, gameplay looks great and the setting looks pretty interesting. My only real issue so far is special effects during combat are a little too much, can't even see what the character is even doing most of the time lol, looks awesome though. Also kinda hope he makes the main character a little less generic looking.

To think I almost just skipped clicking on this thread...keeping my eye on this one, closely.
 
Almost 27k views now. This game is garnering more attention increasingly fast.

Also, considering the many subs for channels with various tutorials, this guy's work is definitely legit, outside of what he used from the UE4 store, which he mentions in a tweet.



The guy's an idiot.
The dev also went from ~20 followers this morning to 1,150.
 
Top comment on YouTube is revolting, bet they're the same user posting "pixel 8 bit crap" on Spelunky and binding of Isaac videos.

i didn't read it like that. Thought it was just high praise for an indie game when there is a sea of indie games that are just sloppy and unpolished looking.
 
:O

This looks REALLY good, and the trailer was really well made. Really awesome opening.

Really hope the dev sticks with and completes this game, gameplay looks great and the setting looks pretty interesting. My only real issue so far is special effects during combat are a little too much, can't even see what the character is even doing most of the time lol, looks awesome though. Also kinda hope he makes the main character a little less generic looking.

To think I almost just skipped clicking on this thread...keeping my eye on this one, closely.

that's the whole point, i think.
If you can't see the char, it doesn't have to be animated :p
 
Amazing work

Gameplay looks quite fun, art and visuals are excellent. Shockingly good work from one person. That guy has extreme talent to pull this off.
 
  • You could have 30 of this man and finish Uncharted5 in a weekend, if my calculations are correct.
  • When Visual Studio finds a syntax error in this guy's code, it automatically adds it as a feature to the programming language, because this guy cannot make a mistake.
  • When this guy is not developing the game, he runs c64 assembler in his mind for fun.
  • A snake bit this developer, and after two painful days, the snake learned how to develop an IOS game.
 
Woah, I wasn't expecting that. The gameplay looks fantastic, and incredibly responsive. Mind-boggling that it is from one person! Bloody hell.
 
  • You could have 30 of this man and finish Uncharted5 in a weekend, if my calculations are correct.
  • When Visual Studio finds a syntax error in this guy's code, it automatically adds it as a feature to the programming language, because this guy cannot make a mistake.
  • When this guy is not developing the game, he runs c64 assembler in his mind for fun.
  • A snake bit this developer, and after two painful days, the snake learned how to develop an IOS game.

Give this man an award! Oh and the guy who's one manning this game a Nobel prize!
 
As an authority on making a solo 3d Character Action Game by myself (and I also made my own game engine for it), I'd say that of course it's possible.
Given that this guy is on UE4, can use the asset store for trees and buildings, and has a much better artistic talent than I ever will (I'm shit), I'd say it's perfectly believable. It was only a matter of time till we saw someone like that pop-up.
Tho it's also possible that he was helped there and then by more experienced friends on stuff he got stuck on.

Also don't forget that it took him a whole 2 years to make that prototype. A quality studio can make such things in mere months (it took less than 2 years for Platinum to entirely finish Rising).
The main difference is time.

With that said, I hope it plays as good as it looks, because this potentially could be its downfall.
 
As an authority on making a solo 3d Character Action Game by myself (and I also made my own game engine for it), I'd say that of course it's possible.
Given that this guy is on UE4, can use the asset store for trees and buildings, and has a much better artistic talent than I ever will (I'm shit), I'd say it's perfectly believable. It was only a matter of time till we saw someone like that pop-up.
Tho it's also possible that he was helped there and then by more experienced friends on stuff he got stuck on.

Also don't forget that it took him a whole 2 years to make that prototype. A quality studio can make such things in mere months (it took less than 2 years for Platinum to entirely finish Rising).
The main difference is time.

With that said, I hope it plays as good as it looks, because this potentially could be its downfall.

Don't sell yourself short. Proxy Blade Zero is great. Also, you made your own engine?! That's super impressive, dude. How did you even accomplish that? Have you studied engine programming or worked in the industry?

So do you think he does all the voices himself?

He tweeted that he hired an American voice actor to do the voice. I'm guessing either his voice actor wasn't good, or his direction/script was bad.
 
https://twitter.com/yagnbing/status/759547245926584324

It takes 2 years but actually it's still on prototype stage, and I used many assets from marketplace, that's why I can work it out alone

you don't say.

Yeah, as Aureon mentioned earlier, the bulk (if not all) of the environmental work comes from stuff that's either sold on the Unreal Marketplace or freely distributed by Epic with the engine. To see what just this one dev did, try to ignore all the background material and pretend you're seeing the character movements and animations on a flat gray background (which means nearly half the trailer devolves into just a character performing a a basic run or walk cycle). Modelling and animating those few characters and setting up some basic control logic using Unreal 4's blueprint scripting is definitely feasible for one dedicated person to do in 2 years. Heck, an experienced dev could likely cut that down to 1 year if they just wanted to reproduce only what's shown in the trailer.

The gist is that the trailer isn't the result of "just one dev" but is the combination of one dev's efforts alongside several months or years worth of manhours from other talented developers and artists who created all the extra stuff he purchased or borrowed to fill out the game world. I'm not disparaging this workflow, especially for a one-man dev where it allows him to create something that looks on par with major studio releases, but this kind of production method isn't going to produce a uniquely crafted gameworld for something like Uncharted, Bloodborne, or Bayonetta since it relies entirely on prefab material created by other people.

Now he could always go back and completely remake and hand craft all the backgrounds, but that's not going to allow one person to turn that whole thing around in just 2 years, which means we're back to a normal development team production format.
 
Don't sell yourself short. Proxy Blade Zero is great. Also, you made your own engine?! That's super impressive, dude. How did you even accomplish that? Have you studied engine programming or worked in the industry?

No school, no indsutry job, I've simply been around as an amateur for many years, self-learning all the way. One day I decided I needed to actually finish one damn game, and Proxy Blade Zero came to be.

It's hard for me to look at my game and not think at what it could be versus what it is. Working on your own engine is hell, and I'm glad Unity/Unreal are here now.
 
How does this guy model the MC so well?

Not even Cloud or the FF7 Remake looks this good or runs this smooth.

Wtf is really going on with Square right now?

Does one dude know how to use UE4 better than the entire company?


InsecureImmenseChevrotain.gif
 
I see some reaction posts in here acting like this is nothing special..
YO, THIS IS UNBELIEVABLE!
I mean, do you even realize what it means to create something like this SOLO?
How many years have we been waiting for that FFXV? And, how many people have been working on FFXV? And I don't even need to remind you that we're talking about Square-Enix!!!! A Company!
And how's the FF's quality compared to this one single soul work?
Cuz I got freaking MINDBLOWN at how far this single guy got in only 2 years (no idea how many hours a day he's been spending on this project though).
Combat reminded me of Ninja Gaiden x DMC, Camera looks almost the same as NG too, that open world darksiders like & the graphics, well UE4 nothing more to say.
God Bless this guy!
 
I see some reaction posts in here acting like this is nothing special..
YO, THIS IS UNBELIEVABLE!
I mean, do you even realize what it means to create something like this SOLO?
How many years have we been waiting for that FFXV? And, how many people have been working on FFXV? And I don't even need to remind you that we're talking about Square-Enix!!!! A Company!
And how's the FF's quality compared to this one single soul work?
Cuz I got freaking MINDBLOWN at how far this single guy got in only 2 years (no idea how many hours a day he's been spending on this project though).
Combat reminded me of Ninja Gaiden x DMC, Camera looks almost the same as NG too, that open world darksiders like & the graphics, well UE4 nothing more to say.
God Bless this guy!

Because this:

Yeah, as Aureon mentioned earlier, the bulk (if not all) of the environmental work comes from stuff that's either sold on the Unreal Marketplace or freely distributed by Epic with the engine. To see what just this one dev did, try to ignore all the background material and pretend you're seeing the character movements and animations on a flat gray background (which means nearly half the trailer devolves into just a character performing a a basic run or walk cycle). Modelling and animating those few characters and setting up some basic control logic using Unreal 4's blueprint scripting is definitely feasible for one dedicated person to do in 2 years. Heck, an experienced dev could likely cut that down to 1 year if they just wanted to reproduce only what's shown in the trailer.

The gist is that the trailer isn't the result of "just one dev" but is the combination of one dev's efforts alongside several months or years worth of manhours from other talented developers and artists who created all the extra stuff he purchased or borrowed to fill out the game world. I'm not disparaging this workflow, especially for a one-man dev where it allows him to create something that looks on par with major studio releases, but this kind of production method isn't going to produce a uniquely crafted gameworld for something like Uncharted, Bloodborne, or Bayonetta since it relies entirely on prefab material created by other people.

Now he could always go back and completely remake and hand craft all the backgrounds, but that's not going to allow one person to turn that whole thing around in just 2 years, which means we're back to a normal development team production format.

Some of you need to chill out with the "lazy devs" thing. It's getting embarrassing.
 
I see some reaction posts in here acting like this is nothing special..
YO, THIS IS UNBELIEVABLE!
I mean, do you even realize what it means to create something like this SOLO?
How many years have we been waiting for that FFXV? And, how many people have been working on FFXV? And I don't even need to remind you that we're talking about Square-Enix!!!! A Company!
And how's the FF's quality compared to this one single soul work?
Cuz I got freaking MINDBLOWN at how far this single guy got in only 2 years (no idea how many hours a day he's been spending on this project though).
Combat reminded me of Ninja Gaiden x DMC, Camera looks almost the same as NG too, that open world darksiders like & the graphics, well UE4 nothing more to say.
God Bless this guy!

https://twitter.com/yagnbing/status/759560650167160832
 
52k views now.

No school, no indsutry job, I've simply been around as an amateur for many years, self-learning all the way. One day I decided I needed to actually finish one damn game, and Proxy Blade Zero came to be.

It's hard for me to look at my game and not think at what it could be versus what it is. Working on your own engine is hell, and I'm glad Unity/Unreal are here now.

Well, I think it's badass. All the experience gained isn't a waste. With that experience you could probably get a solid job in the industry easy. Even if you don't, what you've accomplished is nothing to scoff at.
 
it's unbelievably amazing when you consider it's done by 1 man. but looking at the game itself, it's obvious that it's still in a pretty rough state and need some more polish. if people only look the trailer without knowing it's done by 1 guy, you're not going to mistake this as big production ala Platinum and Squenix games.

also, even looking it as an action game, there's a few bit here and there that put me off from the combat. like the camera, visual effects that can be too much making you hard to follow the action on screen etc. with some more polish it could be great

still, as a 1 man job, this is incredible
 
Great, is this going to be the next game people who know nothing about game development bring up as an arguing point when "big-budget game x" falls under thier expectations? "Lol game with 600 devs looks like shit when a game made by 1 guy looks like THIS". Sorry to react so cynically but it's an arguement that really grinds my gears.

That said, props for one person accomplishing so much in so little time.
 
Because this:



Some of you need to chill out with the "lazy devs" thing. It's getting embarrassing.

You do realize the bulk of assets in AAA games are farmed out to Chinese sweat shops right? Really the only difference is SE buys "exclusive" assets, where as this guy has to buy them off the common market.
 
No school, no indsutry job, I've simply been around as an amateur for many years, self-learning all the way. One day I decided I needed to actually finish one damn game, and Proxy Blade Zero came to be.

It's hard for me to look at my game and not think at what it could be versus what it is. Working on your own engine is hell, and I'm glad Unity/Unreal are here now.

DUDE! I can't believe that the developer of Proxy Blade Zero is here!
I just played that like 4 days ago and wrote about in another forum (would link you to it, but I'm pretty sure you can't understand arabic lol)

the game was super cool and fast-paced, just my kind of game
I wish it got more attention though :(
 
You do realize the bulk of assets in AAA games are farmed out to Chinese sweat shops right? Really the only difference is SE buys "exclusive" assets, where as this guy has to buy them off the common market.
Ah okay that clears it up then. There are just hundreds and of overpaid, unskilled devs sitting around being lazy at squareenix then. A devilish smirk paints thier faces as Chinese slaves produce all of their work for pennies. Damn Ubisoft.
 
You do realize the bulk of assets in AAA games are farmed out to Chinese sweat shops right? Really the only difference is SE buys "exclusive" assets, where as this guy has to buy them off the common market.

Source on that?

Ah okay that clears it up then. There are just hundreds and of overpaid, unskilled devs sitting around being lazy at squareenix then. A devilish smirk paints thier faces as Chinese slaves produce all of their work for pennies. Damn Ubisoft.

It's a big thing in China. They chain a bunch of impoverished children to a chair and make them code. Some as early as 5. Just modeling the most inane items over and over. And because SE uses different engines for different games, they gotta rework it into the new engine or make a whole new blade of grass or house.

There's a deep segment on 60 Minutes about it. You should really watch it for some eye opening stuff.
 
  • You could have 30 of this man and finish Uncharted5 in a weekend, if my calculations are correct.
  • When Visual Studio finds a syntax error in this guy's code, it automatically adds it as a feature to the programming language, because this guy cannot make a mistake.
  • When this guy is not developing the game, he runs c64 assembler in his mind for fun.
  • A snake bit this developer, and after two painful days, the snake learned how to develop an IOS game.

  • Also this developer also squats 3 times his bodyweight, WHILE running c64 assembler in his mind.
 
Source on that?



It's a big thing in China. They chain a bunch of impoverished children to a chair and make them code. Some as early as 5. Just modeling the most inane items over and over. And because SE uses different engines for different games, they gotta rework it into the new engine or make a whole new blade of grass or house.

There's a deep segment on 60 Minutes about it. You should really watch it for some eye opening stuff.

...the credits of pretty much any modern game. Recent standout everyone's familiar with is probably UC4. SE specifically was famously derided for it during the original disastrous release of FFXIV (pre-Realm Reborn), which was reputedly almost completely outsourced to China.

Ah okay that clears it up then. There are just hundreds and of overpaid, unskilled devs sitting around being lazy at squareenix then. A devilish smirk paints thier faces as Chinese slaves produce all of their work for pennies. Damn Ubisoft.

If AAA productions actually did every asset in house the teams would either be 2-5+ times larger than the "hundreds" you cite, or would take 8+ years rather than 3 or 4.
 
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