Epic MegaJam! Oct. 6-13th, 2016

Yeah I didnt put alot less pressure on myself this time as I have a neck injury so just sitting at the PC for a full working week was challenging, I did that and made good progress on my project that I thought was reasonably small in scope and didnt let feature creep or graphics get the better of me. I’ll admit UMG slowed me down, that using TextRenderComponent would have been faster and it was my original idea but I wasnt happy with the quality of the text and would have had to render out all the unicode into a big texture.

My game was less than 2MB of content with a packaged size of about 51.5MB so well small enough for HTML5 and perhaps better speed than if Id used Javascript for the Windows package. I learnt alot, I attempted things I hadnt done before with UMG so it was good to get in there and just test myself and thats the reason I competed :slight_smile:

I could have used a template and made a small 3D game but I really wanted to see if I could focus on mechanics and make something of reasonably size by myself in the time given, I failed on this one and do think the engine could be improved to make things faster. I’ll be adding my suggestions and scouring the forums to collate some more feedback, the package sizes are certainly improving since Im almost down to under 50MB for an APK but it still doesnt leave a whole lot of room for content so I’ll be looking to improve on that if possible for my up coming GearVR project :cool: