Hey guys, I’m really interested in creating a game in Unreal, I just need to find out quickly, how do you make your game follow a sequence? And how do you create your map and bring the story together? My guess is that you create your resources like your map, cars, characters, etc. first. Then you go back and program the sequence into it, is that right? If not, please tell me how you get the game moving in a sequence with cutsences, etc.
Thanks, and can you also import from other Unreal projects? Like if I build the map in one project, can I save it and program when doors will open, when lights will come on, etc and then import that whole project with the code into my main game project and then import my models and then start making cutscenes and everything?
No, I don’t mean tell the story through the map, I mean can you create the map in a separate project in UE4 and then import that project and use it for the game? Or do you have to design the world and make the story in one project the whole way? It’s hard to explain. Can you have two projects, one with just the map and level blueprints and then import the map into the second project and then make the story in the second project after importing the map into the second project?
The story should (ideally) precede the game. How could you possibly know what you need to build if you don’t know what the game is about? As far as how it should work, well, just like a movie. The only difference is that in a movie the main character walks past one door to enter another. In a game you need to plan for what’s behind every door as the main character may enter them all.
Using a separate project / level may mean maintaining two separate levels / projects long-term. Do you really need to keep them separate?
Death to Cutscenes …
Seriously, they’re so overused, and they aren’t even story they’re exposition. Its so hard to capture drama in cutscenes!
Sure their use in games is ubiquitous, but often they’re just boring or worse a turn-off, especially when they can’t easily be quit.
You can still deliver quite a lot of info at the same time as the player does other things or leave in-game bread-crumbs etc (drip-feed story)…
Not exactly a fan of the cut scene approach, at least, for the genre’s of games I typically play. For story, I tend to go with the “listen to npc’s talk, read things, the story is as deep as you want to play” type of strategy.
I wanted to create the map in a project to begin with, so I would have 1 project, then I was going to save the map and in another project, I would import them map and start the actual story programming and stuff so the map would always be a separate file so I can’t mess it up when I tinker with the other stuff
Won’t you need to keep iterating changes to both the master and the cutscene-copy of the map though? In practice its hard not to do.
Maps always need fine-tuning / tweaking / user feedback etc. Instead, why not always work from a ‘single’ master but keep incremental saves (early and often)…