What you guys think?
In getting the game on both PC and Android?
What you guys think?
In getting the game on both PC and Android?
Do we really need another topic comparing the two engines?
Depends on what kind of game. Depends on your personal skills. Both engines are free, spend a few days with each and see which one you prefer.
Aren’t both UE4 and UT5 both Unreal Engine?
I must admit, I was also a little thrown by ‘UT’, since it’s always mean Unreal Tournament to me - he means Unity 5 since there is no Unreal Tournament 5.
UE4 is best, because… Blueprints…
aah thank you
i cam across this post by accident but i’m with you on this one and can see it causing alot of confusion in the future
Both are excellent game engines. As long as you don’t overreach you can do a lot, even on your own.
Depends on the need. Having a Ferrari in the drive way is nice but not going to do you much good if you need to take some junk to the dump.
What I like about Epic/UE4 though has nothing to do with the engine and all about the “free” support. Trust me you can’t get far with out the support of the engine manufacture, since we are on the car thing, and it’s not uncommon for a software developer to “sell” you a service package above and beyond the up front costs.
The decision might come down to if you know C# or not.
People often say Unity is really easy to learn but I tried it a few years ago and was completely lost, UDK was much easier for me.
Whichever program ‘speaks’ to you is probably the one to roll with as a 1 man team.
While a solo dev will like blueprints (and choose UE), he/she may want access to a bigger marketplace for art assets, which may mean UT (for now).
Could learning blueprints help with actually learning to program and transfer to learning C++ etc?
seeing both are same logic?
Indirectly, yes. When you’re using BPs, you’re essentially programming, just using a different method. The logic is (almost) the same. One big advantage of using BPs is the direct feedback you get. It won’t allow you to do certain things that don’t make sense. When you write plain C++ code, you can write anything and will have to understand the compile error messages to figure out what you’re doing wrong. You can also easily search for a function (node) in BP, whereas in C++ you would have to read/search the API documentation or header files.
BP’s are also a good way to get a feeling for how the engine works. How gameplay is implemented, what kind of objects and functions you need to use. Once you have a good overview, it’s easier to switch to C++.
Do you have a game idea? What’s your preferred game type? In another thread you asked for advice about which game type would be easier / better. Where’s your head at now, and your heart too, have you decided on a game idea? This is really important, its what will keep you motivated in the long-term.
My advice, is find a sample project from either engine that mirrors the type of game you want to make, if only loosely. It will give you a big heads start, because starting from a blank page in either engine can be daunting. For U5, search through all the samples on the Asset Store. This is trickier to do with UE4 as the marketplace is pretty bare, so if necessary look back at projects in UDK, as the level editors are quite similar. If you can find something suitable, then study how the project was assembled by breaking it apart…
Don’t be swayed by the UE4-Blueprints versus Unity-C# / JS argument alone. Opening up demo projects and toying around with them, will give you an instinctive idea of which game engine & editor is best for you i.e. which one you’re more likely to be more productive in. Even though U5 doesn’t have Blueprints, you can drag and drop and lot of functionality into game objects and just borrow specific code as you need it. Its not like real programming, its more like shorthand. Lots of Unity devs aren’t hardcore programmers. Where I feel Unity in general is weak is ease of creating materials, particles and working with animations. So if you still can’t decide then I would lean towards UE4 largely because of that. But it all boils down to what type of game you’re making.
Hi I would like to make a action RPG sort of like Grim Dawn and Diablo etc
A single player kind that can work on PC and Android. A top down game I see UE4 actually has a sample built in for the top down.
Top-down RPG… Its more work than an FPS perhaps, but as you’ve got lots of templates to work from in both engines its very doable… I don’t see either engine having a particular advantage / disadvantage here. I think you can’t lose as they’d both work well… So as before I suggest you download the free demo from the marketplace and do the same on the Asset Store and pick apart the internal organs and see which engine sits with you better… For this game type, there is no wrong or right answer…
^ ow thanks, I didn’t want to do another FPS because the market is so flooded with them.
There was a thread on Unity forums where developers gave their quotes on how much money they made from games, and most other games got $100 a month.
But an RPG this one guy made got like I think $10,000 US in 6 months. And it was a really low quality looking RPG aswell, I think it was even made with Unity 4 Free.
I have a great idea for a dark themed sort of gothic diablo style ARPG that I could do myself kinda like Grim Dawn in a sense also.
Just one question, do you need to be an artist and be able to draw to do these things? because I have no wacom tablet and I cannot draw LOL
If I was to draw all I have is regular paper and a pencil and a camera in my Nexus 4 phone. I assume 3D modeling software like Blender don’t really require hand drawing right? its modeling that can be done with a mouse?
Considering the actual questions were which engine is better for a solo developer? and what engine is better for portability ? not what engine can harbor my game ? I’d have to argue that only one engine can provide adequate tools for a single person to develop a fully fledged game and that engine is the forum you’re on.
^ thanks but I did appreciate frank’s input on whats realistic for a solo dev and what I should do that I would love and would stick to.
But it does seem to me that UE4 is the better way to go, I think that the added bonus of the lighting that the engine can do might actually help out in the long run.
There are those customers who are suckers for graphic and the visuals of UE4 is definitely better than Unity 5. I was doing a tutorial yesterday on my first Unreal game and it was amazing, it was the battery demo that Unreal provided for new folks on how to make the game where the guy kept running and charging via a battery.
Blueprints is god **** amazing, and the black theme of Unreal 4 really makes me feel like I can work with this software its pleasing to the eyes. It sort of screams professionalism and artistic godliness. The white theme of Unity 5 really throws me off for some reason. It tends to make me feel not to work with it for some odd reason. Their black theme is only available for $1500.
Also the free assets you get the templates you get for Unreal 4 is far far far far far far better than what you get in Unity store. Its like AAA vs really indie stuff
No, modelling isn’t so much about drawing its more about dragging, although talented modelers often produce concept art beforehand. A common approach is to import a free model and remould it to your needs. But its a lot of work doing both the content creation and the gameplay. If you have a budget, or if you win something from the Epic Grant pool, you could partner up with a modeler. It’d be easier, as modelling and game design require quite different skills…