Trying to Figure out My workflow on a Game im creating

So guys , im attempting to create my owngame , im pretty good at modeling and texturing.
i know how the story should be , i know how i want to design my levels , and what kind of gameplay mechanics i want in it.
the thing is , i TOTALLY suck at C++ (0 Knowledge) and Blueprints (Just basic knowledge).

i was wondering what should i do first.
i probably have 2 choices.

  1. i go directly into the editor , start blocking the levels so i know what kind of Assets i need to create and after they are all done place them in the level to have a guideline and tweak accordingly in the future.
    and work “as the last thing” on Gameplay mechanics / weapon meshes / animations etc. and then refine the whole thing.

  2. work on the gameplay first , and then work on the level later.

its a thing that is haunting me for the past few days.
i’ve been following few BP tutorials to make the rough sketch of what my gameplay should be like and i feel like im wasting so much time when i could be doing the level design.
Honestly i have no idea , what a good workflow could be.
a nice input or a few hints would be appreciated.

Thank you all.

Work on the gameplay first, then the levels/assets/etcetera later.

thank you for your reply mate :slight_smile:

well what i was trying to say earlier is that , ok working on Gameplay / Blueprints to make everything work is kinda annoying expecially since im a complete noob in blueprints , and i dont know any C++ but learning blueprint is more simple at this point.
i’ve heard many times that is important to have a rough sketch of gameplay before jumping into the asset creation. probably the area where i feel more proficient at.
And for the blueprint stuff i get kinda confused since , there are like 10 different tutorials , that everyone uses a different method to create the same thing
for example.
Some people to “switch weapons” in a FPS game they create the blueprint and assign 1 2 3 4 keys inside the blueprint to switch to a certain weapon.
while other people Create an Enumerator , and assign on the project input keymapping 1 2 3 4 for Inventory slots. “that i find more optimal”
while following certain tutorials some people create the weapon and make it work in an entire different way compared to others , and the whole thing gets confusing. and i dont know which one is “more optimal” in a game environment.

my 2c.
i just finished a diploma of game art, and started an advanced diploma of screen and media with a specialization in game design.
a LOT of guys started out like this:
i want XYZ, ABC, LM, and OP things in my game, so i will go out and find the >>Best<< tutorials for all of them and then my game will be done.
we started with 55 people, 7 passed. why? that’s the wrong way to think about game dev, or any creative process for that matter.
I’v rebuilt my gun blueprint 6 times so far, from simple press key to show wep and hide all others, to enums, spawning and combos of them all. as Frank said “the iterative process of game dev involves reworking both your code and assets”. do you best, and then try harder :slight_smile: