Hi All,
I’m planning to make a top-down, 2D, multiplayer game. I know that support for Paper 2D has been spotty over the years… I picked Unreal because reviews indicate that its multiplayer support is superior to Unity, it has native support for the Steamworks API, and the rest of the engines listed as having native Steamworks support here are either too costly, too complicated, or their community is unappealing to me. (You guys look awesome from a distance).
I’ve got a degree and a few years of experience doing low level programming with C++, and I’ve made a few simple graphical applications using SDL. I have a basic understanding of performance considerations for game design.
I want my game to mostly take place on a large overworld map (like, something on the order of 4000x2500 tiles). I’m still working on my sprite set, but in the meantime, I hope to save some time by asking you guys these questions:
Are there any size limitations in Unreal’s tilemap builder? All the reference material I’ve found online use small maps for examples, and I don’t see this particular question addressed anywhere. I’m sure Unreal won’t waste resources rendering offscreen stuff, but is there anything else I should be aware of when making a big overworld map? Would it be a bad idea for some reason if I wanted to just build the whole thing in one “level”, or is there a technical limitation requiring me to space it out over multiple levels? Lastly, can you guys give me any tips for optimization? For example, does Unreal add anything to tilemaps by default which I should remove and rewrite in a more specialized way in order to get good performance on a larger map?
Thanks everybody!