Newbie Questions - starting my unreal project

Um hello Unreal Community my “name” is and i am an app game developer looking to go into the indie pc market. My target game is going to be a Parkour Game , similar to mirrors edge. I have a couple of questions before i get started :

  1. I suck at C++ but i am a LUA pro (modest aswell;)), i was wondering if its a good idea to start building my game in LUA considering the support isnt that great, shall i just attempt to learn C++ again?

  2. BluePrints seems like a good option, but is it possible to build a very complex game with BP(limitations?bugs?)?

  3. Realisticly as an one man indie team will i be able to even complete a game with decent graphics and good gameplay in under a year ?

Regards,

  1. You don’t need to learn C++ to develop your games of preference Blueprint has it for you. I know a game that is best serve your reference and they’re still developing on STEAM GREEENLIGHT. Here’s the link: ://steamcommunity/sharedfiles/filedetails/?id=211681776

  2. I don’t know what to type since I’m also new to Unreal Engine 4 what I can say is, I have worked on BP for three days now and I’ve learned how to toggle objects and creating class. Its not that hard to learn Epic has a wodnerful tutorials for Blueprint here’s the link. https://www.youtube/playlist?list=PLZlv_N0_O1gaG5BW72It4chjhypxIO9ZB

  3. Unreal Engine is really a wonderful you pay $19 once and cancel it and continue developing on your game or learn from it using the old version. But, I suggest you get on GitHUB and download every source files as you can get and archive them on your physical/external hard-drives. Once you cancel you can’t access them or get new updates which is fine for me because I only want to learn. And you’ll be able to publish a title and post a YouTube videos or use it to advertise your games. However, any profits you make you must submit everything to Epic and pay them .05% royalty fee. (e.g. $10 x .05% = $0.50 you pay Epic $0.50). Click the link for more information https://www.unrealengine/faq under PAYMENT AND BILLING

  4. Give Unreal Engine 4 a try you may like it if not feel free to switch back to whatever engine you prefer. CryENGINE 3 would actually suit you because your LUA experience and trust me both Cry and UE4 are amazing and so is Unity. Not saying which are better go what I am saying go and try any of these engines and see what fits your needs. Good luck!

  1. I think it should be possible to create a complex game with blueprints -> e.g I have made some pretty complex gameplay elements for my game and it works really well. The only “problem” is that the blueprints will get to big over the time ^^ https://forums.unrealengine/showthread.php?4305-Managing-complexity-in-Blueprints

  2. It depends on many stuff if you will be able to create your game in under a year:

-do you have any modelling/texturing/animating experience
-do you already have an idea
-how much time do you want to spend into the project
-probably you will get stuck at some points (then you can always ask for help in this forum ;))
-how complex will the game be

So when you already have modelling/texturing animating experience + an idea + some hours for the project every day you will be abel to create a good game in under a year

Howdy.

  1. I think you should research Blueprints, check out the Blueprints subforum as well, they are quite powerful and I’m sure you could build a decently complex game with them. I think you’ll find the combination of Blueprints and C++ the most powerful. I’m a software developer by trade (C++ is my actual job) and I’m so far preferring Blueprints. Even if you don’t know the language very well, you don’t really need to. I suggest you start in Blueprints and keep going until you can’t anymore. Your knowledge of programming concepts (which you have if you’re fluent in Lua or any other language) will help you understand all the underlying concepts of Blueprints. You may not even need c++ at all, but in the event something doesn’t work the way you want or you want to expose something that isn’t exposed to Blueprints by default, you will know enough (from knowing like I said, Lua or really any language) to be able to find the answers to get around it in code and expose it back to Blueprints.

  2. See above. :stuck_out_tongue:

  3. Sort of? This is a complicated question to answer because it depends on a lot of things, so forgive me if I am a ramble a bit here, I apologize in advance.

First it really depends on what ‘decent graphics’ means to you. You mention mirrors edge, which is a nice example. If you went with that same motif for your game, you could probably cut it down to a minimum number of assets. You could spend some time building some really high quality modular buildings (remember mirrors edge is very sparse, there’s not a bunch of desks with papers and pencils, it’s lots of blank space, colorful but otherwise blank, very minimalistic but also very futuristic and sleek looking) and put together procedurally generated cities if you wanted to (through blueprints!). You’d spend a lot of time on the model of the player (since it’s true first person and they see their arms/legs very up close etc.) Even at this, you’re looking at - for a full game - a really impressively small list of things you need. You could definitely pull off something similar within a year if you really put your nose to the grindstone.

Second good gameplay is a whole different can of worms. There’s a big part of this that I’m not even going to try to touch on, it’s much too broad of a subject to be relevant here, and we could have discussions on just this part alone but - we’ll ignore that different games are fun for different people. Even if you made the best game ever, I might not be a fan and might not find the gameplay ‘good’. That is super subjective, and is why there are so many subgenres and niche successful games and why, hell, different genres themselves exist in the first place. So we’ll skip that. Let’s pretend that whatever type of game your making is one that is enjoyable by everyone, we’ll just pretend for a minute that it’s going to be an RPG (for no reason other than I just want to give one example, don’t read anything into it being an RPG). I’m going to assume a little bit here, that you’ve played an RPG before that you liked and can think of it (Fallout? Zelda? Skyrim? Final Fantasy?) When you think about why you like those games, and why you remember them - well the things you’re remembering are what you need your game to evoke in other people. Do you think that your ideas will leave people feeling the way those games did? Do you think you’ll be able to establish a similar connection through story? Or do you think you can create an in depth battle system or other mechanic that will really be enjoyable to people who play it? Because that’s what it boils down to.

If games were a simple matter of just having pretty things, you wouldn’t need any gameplay - you’d just need artists. You could take your amazing assets, import them to UE4 - which is an amazing engine, and can give you the most polished looking beautiful levels/worlds whatever. But if you just plugged that into the default “third person template”, where you can run and jump and move around, well, no one would play it. It wouldn’t be a game. If you did the bare minimum and made it give you a score for the further you ran, it’d be a pretty boring game but it’d still be a game. Here you can see that (if you agree with that example, which I don’t know why you wouldn’t) without good ideas for mechanics that players enjoy, the graphical fidelity doesn’t really matter, you could be a savant and still have a ‘game’ no one likes.

However, if your game is fun to play, it’s no where near as important that it looks amazing. This is how games like Dwarf Fortress thrive, it barely has any ‘looks’ at all (besides fanmade tilesets, which don’t really count.) yet it has huge amazingly active communities, enough that they’ve supported the dev for years on donations alone for a game that’s never left alpha. Why if graphics were more important that gameplay (story, mechanics etc) would people still regularly play games like Fallout 1 and 2? Graphically they are miles behind current games, but they’re good. Why play Mario N64 when graphically our phones are more advanced now? People still play it because it’s a fun game, not because of the way it looks.

TL;DR for 3 - Yes, if your idea of ‘decent’ graphics is reasonable for a one person gig (or you’re willing to pay someone else to create assets for you, you could probably find reasonable prices for talented people here on these forums), and you can handle/come up with the ‘good gameplay’. No matter how amazing the engine is, if your game requires a good story and you don’t have a good story - it can’t help. No matter how great the rendering potential of the engine, the power of all the technology, if you don’t provide it with quality assets - it can’t help. If your game requires an indepth combat system, and you can’t find a way to make it intuitive and fun to play - the engine can’t help you there either. Unreal is a tool, a very powerful one - but you still have to make the game.

  1. Learn C++.

  2. Learn Blueprints.

  3. Yes. That’s a resounding yes. But.

Not knowing your situation in the slightest, all I can say is that you have to establish a list of software you’ll be using. Then, if learning, follow through with full structured courses step by step. Realistically, as a solo developer, you will benefit most by becoming proficient at everything in the end, assuming you want less frustration, more capability, and projects shining under your control. The but is whether you know the other software in your pipeline. If not, the answer depends on how much time you devote to headbanging against your keyboard to learn 3D modeling, UV layout, rigging, animation, etc. It’s worth it. Many people get by in using third-party content. If you need to mock something up quickly, sure. However, as a solo dev, I wouldn’t dream of relying on anyone else for creating or at least refining content. It would be stifling and imprisoning like an artist or musician trying to dictate a vision to others rather than creating it. Your situation might be totally different. Do what you feel good about. The game stands alone in the end.

btw @jeDeerGab this was never a competition between unity and ue4, as a prev unity dev ue4 is far superior

@everyone thanks for the detailed replies, ive taken all of your opinions into count and have made a plan to creating my game in a year
{1st month - getting used to the unreal engine, learning blueprints}
{2-3rd month - start building core gameplay}
{4th month - if blueprints wont do extend them with C++}
{5th month - start building core assets}
{6th month - polish gameplay}
{7-9th month - level design}
{10-11th month - high poly models built}
{12th - polish game and publishing}

You can expect the release date for my new game on 5/8/2015

Regards,