Devlopment Potential for a 2D Game (Either with or without Paper2D)

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:

  1. I was already paying for it
  2. I’d like to become familiar with an engine for future projects
  3. 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

You could totally accomplish this with an orthographic camera and sprites rendered to quads/meshes (like the tappy chicken demo). I know Tappy Chicken is likely much simpler than your game, though a lot of the concepts are the same, such as 2d in a 3d world, handling sprite depth, collision detection, etc. Have you thought about approaching it this way?

Hi Nathan,

As a heads up, the core types for Paper2D (sprites and flipbooks) should be stable now so I wouldn’t worry too much about breaking changes invalidating any content or code in your game. We’re trying to hide the more in-flux options behind enables / properly message them in the editor, so you would have to go out of your way to use features that are likely to be dramatically changed or removed, and would be aware of using them when you did.

As Chance mentioned, you can certainly build out a 2D game without using Paper2D, but the workflow there would probably involve an external DCC tool like Max, Maya, or Blender in order to make your meshes. You could also built a 2D game entirely using Slate (just using a custom OnPaint for everything) or the HUD canvas draws, but neither were really designed to do that and would probably be awkward solutions.

Cheers,
Michael Noland

Thank you both for your responses.

@Chance Ivey

Thanks a bunch for the ideas! I just downloaded the Tappy Chicken sample project, and I’ll take a look to see if I can glean some inspiration from it regarding how to go about creating the game. I can see what you’re talking about right away, with using meshes to render the sprites. If I don’t end up using Paper2D, I’m going to go this route, most likely. It makes the most sense with what’s available without using Slate, or the HUD canvas draws.

@Michael Noland

I appreciate the reassuring words! I love using tools in creative ways, but I think for this one I’d like to stick to a little bit more of a streamlined process, if it’s available. I think I’m going to attempt the game using Paper2D from the start. I was leaning toward it, but I was just not entirely sure. Your words have sent me in the right direction, though. Plus, I can contribute to the development of the plugin as I’m working, so I guess it’ll be a win-win. I’ll get a good environment to use with the Unreal Engine to make my game, and also perhaps give Epic some help along the way. (Not that your plate isn’t all ready full, I’m sure.)

Thanks again for the information! I’ll be sure to post some updates in the Work in Progress forums to show how things are coming along.