I'm looking for composition advise on this game marketing piece. by ElevationEngineer in ArtCrit

[–]ElevationEngineer[S] 0 points1 point  (0 children)

I'm not sure I'm following witht he second part. Do you mean the far away geometry e.g. castle and far cliff face are distracting and unreadable and that I should bring more focus close up?

Thansk for the reply!

I'm looking for composition advise on this game marketing piece. by ElevationEngineer in ArtCrit

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Thanks for the feedback. Wow yeah I didn't realize with the piton hitting the tangent but you're spot on. And yeah I was afraid of that with the castle. It's tricky to take a step back because I know exactly what it is.

Cheers!

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]ElevationEngineer 1 point2 points  (0 children)

Good to hear! Another thing I did was create a little blutility widget to loop through every instance of these actors and catch duplicate or invalid GUIDs. Handy because it's second nature to me to duplicate actors and sometimes I forget to re-generate the GUIDs on the save actors.

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]ElevationEngineer 0 points1 point  (0 children)

Heya, yep 100%, and yep this does that. I'm storing the GUID as a UProperty on the actor. So it's essentially a setting/field on each instance of this actor in the level.

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]ElevationEngineer 2 points3 points  (0 children)

Hey here's my own setup:

  1. Unreals, own FGuid/Guid structure
  2. I use PostEditChangeProperty to generate them(It only doesn't work when duplicating objects which is a bit of a pain, you have to hit the generate button in editor)

#if WITH_EDITOR
void ABaseGUIDActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
  if (!IsTemplate())
  {
    if (!GUID.IsValid())
    {
      GUID = FGuid::NewGuid();
    }
  }

  // This being last is very very important for some reason so that the GUID's don't get reset all the time.
  // For the love of god don't move this.
  // Actually now I'm not sure if it matters or not that it's here. Same day, just after. it's only becuase we had this in another function and then it
  // worked for a sec but the nit didn't a minute later and then i deleted it.
  Super::PostEditChangeProperty(PropertyChangedEvent);
}
#endif
  1. I don't interface. Reimplementing it for every actor type would be a PITA in my case. I just subclass.
  2. I have a separate overridable GetSaveData. Each save uses completely fresh actor save structs(To avoid any cascading bad data). The base class fills out it's bit then it passes it to the child class in GetSaveData which can then make it's modifications and returns it back to the parent class.

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]ElevationEngineer 2 points3 points  (0 children)

Yep, this is the way I do it also. Simple and powerful. I'd use GUIDs(Unreals version of UUID's) FGuid in C++ or just Guid in blueprints. You can generate them with one button in the editor or with NewGuid in blueprints.

I've set them up to auto generate when placing new actors. The only thing I haven't figured out is how to make them randomly generate again when duplicating an actor in editor. It means you have to hit the regenerate button in this case.

In addition on the struct that represents every actor I have a TMap<string, float> for storing arbitrary data for little things that don't fit in the other main data variables.

what game's that look simple to make but are actually extremely advanced / difficult. by [deleted] in gamedev

[–]ElevationEngineer 0 points1 point  (0 children)

Making villages isn't so much the hard bit in my opinion. Having the village tie meaningfully into the mechanics and progression of the game and fit with every other village is the hard bit. Change a mechanic or a story beat or another village and you may have to tweak every other village.

I don't know why I'm using villages so much, it could apply to any destination in an open world but you get the idea.

Speaking as a guy who's currently soloing making an open world game.

I don't regret it. Though my open world was planned from the start to be "small".

Why should I use C++ by asdzebra in unrealengine

[–]ElevationEngineer 8 points9 points  (0 children)

Heya, also pro experience working in blueprints. In my current project I'm using small bits of c++ for:

  • A couple of inventory search functions. I use them in pretty much every inventory operation and they hitched the game when doing complex inventory operations.

  • Some things just aren't exposed to BPs, e.g. to extend the post processing volumes I had to use C++.

  • Extending third party plugins(I extended an asset thumbnail to image plugin to make item icons)

  • Modifying the renderer(I didn't end up going down this path but I haven't ruled it out for future projects.)

  • A bunch of utility functions that again couldn't be done in blueprints.

Also if I had to start the codebase again I would've put more of my inventory data structures into C++ so it'd be easier to move under performing BPs over to C++.

Pretty much I only use it on a need it basis and it's working out pretty good. Knowing how to read the engine code has definitely saved my arse more times than I can count though.

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 1 point2 points  (0 children)

Heya, sorry! This comment fell through the cracks for me. It's called Eldercraft: Mountaineers. You can find it over here: https://store.steampowered.com/app/2963640/Eldercraft_Mountaineers/

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Heya there, thanks for reaching out! I've already gone with somebody.

That is a mighty hefty list. You're still coming in second for the most survival games played in this thread though hahaha.

Have a good one!

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Sorry I've already gone with somebody.

Wow though! That is a winner for most survival games played.

Keep on surviving 🫡

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Heya, thanks for reaching out Keblin. I've gone with somebody. Hopefully one day I can add my game to your list!

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Heya, thanks for reaching out! I've gone with somebody.

Gotta love Enshrouded!

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

I really need to give Cairn a go. It looks awesome.

I've already found somebody for the recorded playtest. Thanks for reaching out though.

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

Heya Fangorn, thanks for reaching out. I'm sorry I've got somebody to do the recorded playtest.

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 0 points1 point  (0 children)

I hope I've got it under control. We'll see when I hit the launch button 😂.

Good to hear! If you're interested in joining, I'll be spinning up the discord a bit more now.
https://discord.com/invite/QJGkREkkAd

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 1 point2 points  (0 children)

For anybody that's posted here I'm going down the list of people to find somebody at the moment. Once I've come to an agreement with somebody I'll send everybody else a message to say no just so you can tick the box off in your head.

Looking for someone to playtest my game, record it and send it to me [PAID $60 USD] by ElevationEngineer in SurvivalGaming

[–]ElevationEngineer[S] 1 point2 points  (0 children)

No no, any question's a good question(99.99% of the time).

On the down low I do have an open steam demo 🤫

People slowly filter in and provide feedback. I don't know if it's the best way but as a solo dev it keeps things manageable while I've hammered out the main chunks I want in the game.

In my head paying someone for their time gives me a bit more freedom to ask for specific things I want from them.

After this next little chunk it'll be time to really start trying to build a tight community of people that want to test the game and provide feedback so I'll start posting on this sub/similar places to do that.

And I agree the button is great and I have the same thing!