Hey there,
(Heads up - book incoming)
I’m working closely with a partner to develop a 2D action RPG. We’ve decided to use UE4 because:
- I was already paying for it
- I’d like to become familiar with an engine for future projects
- The amount of potential that comes with UE4 is incredible - Every single employee at the company is talented, and it now has the backing of a large and enthusiastic community
I’ve been following the threads regarding Paper2D. Although it looks like it’s awesome as it is, I’m a little leery of using it for a project that I’m planning on releasing as a product near the end of the year (hopefully). I would like to use it and contribute toward it, but perhaps with a project done on my own time (instead of wasting my partner’s with all too eager changes and game-breaking bugs).
I took a cursory look at both the C++ and Blueprint examples for the 2D sidescroller as well as the 3D sidescroller. Outright - I can’t decide which is going to be more appropriate at the moment for making the game, Paper2D, or sans Paper2D.
Essentially, the player area is going to be a 2D, vertically angled plane. Something akin to A Link to the Past, Chrono Trigger, or Secret of Mana, where the player can move around both the Y and X axis, collide with the sides of buildings/objects, while also showing angles on objects and so forth through sprites and pixel art.
I know it’d be much easier using Paper2D - but it’s an early release plugin. I know that features will be removed, added, and changed over the course of its development. That said - I understand that I could just stick with whatever version I start with and add/change my own features as needed. I’m just worried some fantastic change will be released and I won’t be able to utilize it because it’ll break the game.
My other option is to use traditional UE development methods to project a 2D plane on some surface for the game. I haven’t seen too many tutorials describing this method. Actually, I haven’t seen any 2D game examples not using Paper2D.
To preface my next couple of statements: I’m very excited about using UE4.
I want to use and become familiar with this awesome environment, but if it isn’t going to be the right tool for the job, then I’ll refrain - which would bum me right out, to be honest. If I start and continue using UE4, down the line, I plan on fully utilizing all of the wonderful enhancements and features of Unreal Engine for some more graphically robust games. I just feel like it would be better to start with something small.
Does anyone have any experience using UE in the fashion that I’ve described? Does anyone have any advice, or information they could share with myself and anyone else who happens to come across this thread?
Thanks a bunch!
Nathan