Developing a game, Looking for Advice, maybe some people if they would like to help. :]

So I am developing a game, it is essentially to be a VR Sandbox type of game and I plan on it having a large number of resources, features, side quests, and a free build and guided build experience as the game grows thoroughly through its when it is released and updates.

I am going to be using C++ for this project, although I don’t know much about C++, I plan on taking C++ courses, research and lessons of some sort. Though I am good at 3D Modelling/Building in blender, I can do pixel art as well, and perhaps sketch some concepts. I have also been part of developing a 2D platformer game using Gamemaker for a college project. [I was the programmer, neither did we finish the project, though we did good progress.]

I have built a small team of people and have my own discord server. [Consisting of five members, myself included.]

All I ask for is some ideas or advice since I am new. And please, I don’t want any toxic comments or any discouragement, etc. [<< Only mentioning that because I have encountered people like that before, and I would prefer for it not to happen again.] If you really want to help me out with this project, then I would really appreciate it.

One word of advice: You should start by learning to make simple clones of other games, and save the game you actually care about for when you know a bit more. If you start with some big project, it’ll probably turn out a lot worse than you imagine.

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I would recommend downloading the Lyra sample project and dissect it to see how it works. Try to reproduce some of its features in your own project, either as practice or because they are relevant.

Lyra is to UE5 was ShooterGame was to UE4: It’s a starter project designed for game studios to start off of. It’s EPIC’s working game example of a “real world” starter project.

You will quickly notice that it uses a mix of BP and C++, it’s not “one or the other”. Especially since you are working with a team, you will find that there’s very good reasons to use mostly C++ for versionning, but also that splitting the work into child BP classes can be useful for some kinds of people, or some iteration-heavy workflows.

If you want to dive more into the topic, and learn valuable lessons about gamedev in general, I highly recommend this legendary video by Alex Forsythe: https://www.youtube.com/watch?v=VMZftEVDuCE

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