Is it even worth it for aspiring Indies?

I guess you never used Torque? :slight_smile:

I see your point but it really does come down to your project and what your own goals are, at the moment I set myself a deadline to get at least an hour playable demo out by Xmas… If people like it then I’ll start getting a team involved to pick up the pace, right now though I see it as a challenging project that’s defined by my own limitations. To me that’s how it should be, if I have an issue with Unity’s sub rendering (SDK’s) then I either have to accept that’s the way it is or release it anyway. Although personally I’m not willing to compromise and rely on a third party (hoping they will fix X) to make sure my project will see the light of day.

I’ve been using UE4 since beta and I’ve been using Unity for four years, I see it as six of one half a dozen of the other… Because there’s a lot of lacking tools in Unity and it’s far easier to learn something than it is to write it from scratch, sure there’s so much learning material (due to the age of the engine), the core systems are easier (even from an import pipeline standpoint) and it is faster to ground a prototype…

Although what matters to me the most is the end product and for all the extra effort / learning UE will incur I believe it’s worth while… Also you have to be careful gazing up at other projects, I’ve seen some screenie’s that surpass anything I’ve ever seen from AAA developers and not by a small amount. There’s a reason for that, it wouldn’t be sustainable in an actual project and from a solo perspective AAA / AA or A+ battery games aren’t my competition.

Although I do have my doubts from time to time, I’m sure we all get stuck somewhere and feel the same. I asked @TheJamsh the other day if it’s worth really digging deep into a project with UE (having a momentary wobble), am I biting off more than I can chew? I’ve been doing this a fair while and at times it definately feels somewhat overwhelming. I do think sometimes Epic seem to be a little more fixated on features than simplifying processes / documentation / ease of use / stability and performance… Which is the most important “bread and butter” parts of making a game, although I can’t deny there’s a couple of things I wouldn’t mind myself, like SVOTI.!

Here’s the main crux, Epic tried the AAA path… It didn’t work, if they want more games / more royalty then the “bread and butter” might need a slab of jam on top.