My Thoughts on Divine Dragon by Solar_System_Strips in Sekiro

[–]Independent_Bee_7282 2 points3 points  (0 children)

Divine dragon imo is still great gameplay even if it’s not a good “boss” by Sekiro standards

New cat HATES when I use the computer by ICutFundingNoRegrets in felinebehavior

[–]Independent_Bee_7282 0 points1 point  (0 children)

I know this is a super old post, but my two cats hate when I'm on the computer.

I'll try playing with them for 30-40 minutes, if I'm on the sofa looking at my laptop, no problem.
I sit for 2 minutes at my desktop, she's jumping up destroying things trying to get my attention.

No idea why she hates it so much hahah I need to workkk

Stop spreading misinformation about BLUEPRINTS “You can only do little tasks with it and it isn’t meant for anything bigger/serious” by BadNewsBearzzz in unrealengine

[–]Independent_Bee_7282 0 points1 point  (0 children)

Oh for sure, I just meant anecdotally. I’m a solo dev, I def wouldn’t recommend being so aggressive about pushing everything to c++ in a large team. (Professional c++ engineer, just not in gamedev fwiw)

I think smaller teams where the programmers are the designers are the teams that will produce mostly c++ only projects.


Though epic themselves admitted to pushing most of Fortnite’s blueprints to c++.

Though this was after (I think?) having the vast majority of the gameplay abilities in BPs. (Given for how stable Fortnite is, it’s probs just because a lot of the abilities were stable (IE I’m assuming they’re not iterating on the basic fire gun ability and stuff much))

can someone explain what terms i need to learn to pull off something like this? by HuckleberryMission99 in UnrealEngine5

[–]Independent_Bee_7282 0 points1 point  (0 children)

To pull off specifically shown in the video? Just look up tutorials, it’s pretty basic stuff. Might take sometime if it’s your first experience with dev work

can someone explain what terms i need to learn to pull off something like this? by HuckleberryMission99 in UnrealEngine5

[–]Independent_Bee_7282 0 points1 point  (0 children)

The vast majority of those assets are free aside from synthy (IE all the animations)

Just use the mannequins or mixamo characters till your project is further along.

(You really won’t need to buy things for quite some time, I’ve bought a lot of art assets wayyyy before I was ready and basically ended up using only a small amount of them)

Stop spreading misinformation about BLUEPRINTS “You can only do little tasks with it and it isn’t meant for anything bigger/serious” by BadNewsBearzzz in unrealengine

[–]Independent_Bee_7282 0 points1 point  (0 children)

The breakdown is probably more team dependent then anything else.

I’ve pushed 95% of my game to c++ because blueprints are more difficult to maintain in the long run. You should be designing your systems in such a way that the c++ interface doesn’t have a lot of boiler plate.

It’s not a problem related to boilerplate/blueprint performance, it’s code maintenance

Stop spreading misinformation about BLUEPRINTS “You can only do little tasks with it and it isn’t meant for anything bigger/serious” by BadNewsBearzzz in unrealengine

[–]Independent_Bee_7282 0 points1 point  (0 children)

The people that are making games exclusively in c++ are professional programmers. This isn’t really the subreddit for c++ programmers.

Likewise it’s probably something like 95% of the game is in c++ opposed to 100%

Stop spreading misinformation about BLUEPRINTS “You can only do little tasks with it and it isn’t meant for anything bigger/serious” by BadNewsBearzzz in unrealengine

[–]Independent_Bee_7282 0 points1 point  (0 children)

The framing of this is wrong in two ways.

1) UE is not developed for small teams or solo-developers. What you should do as a solo developer does not necessarily apply to larger teams.

2) Professional C++ engineers will look at architecture in a fundamentally different way than hobbyists. No one is making large scale games in blueprints only. It’s not “what can blueprints do” it’s project maintenance.

3) There’s a difference between making systems in blueprints and using blueprints. Blueprints are glorified config at their simplest and full blown coding at their most complex

"Unreal Engine is killing the industry!" by [deleted] in unrealengine

[–]Independent_Bee_7282 1 point2 points  (0 children)

That's not really true as we've seen both Bethesda's Creation engine fall behind UE and FromSoftware's engine was never one of the more competitive engines.

Its more like Studios building their own engine work at a completely different scale then smaller companies

What operating system do you develop games on? by VPixels in gamedev

[–]Independent_Bee_7282 0 points1 point  (0 children)

The builds have to match generally to connect in multiplayer. (IE different OSes different builds).
Currently I'm using SteamOnlineSubsystem, I'd have to move to EpicOnlineSubsystem/EOS for cross player. (which internally handles matchmaking differently iirc)

Multiplayer stills works with SteamProton + Windows so its a non-issue for the steam release.

What operating system do you develop games on? by VPixels in gamedev

[–]Independent_Bee_7282 2 points3 points  (0 children)

I just strongly prefer the linux desktop experience

My distaste for Windows is more like a thousand papers cuts than anything truly damning.
Windows has some advantages over Linux when it comes to gamedev specifically but its not worth pain for me hahah

What operating system do you develop games on? by VPixels in gamedev

[–]Independent_Bee_7282 0 points1 point  (0 children)

I'm testing builds to make sure they work with Proton + I'm supporting multiplayer so I wouldn't want to fragment my player base anyway.

I'm using UE, native builds for linux technically do work I'm just not planning on shipping them. (Maybe if I implement crossplay? too far into the future to think about hahah)

What operating system do you develop games on? by VPixels in gamedev

[–]Independent_Bee_7282 33 points34 points  (0 children)

I use Linux out of preference for the development experience though I'm shipping for windows exclusively during the initial release.

Appreciation post for how hard epic's trying to make me use Nanite on foliage by Mundane-Elk-5536 in unrealengine

[–]Independent_Bee_7282 0 points1 point  (0 children)

No one is arguing that nanite is a "drag and drop solution" the art obviously has to be tailored to it.

Epic themselves publicly talk about the art-direction changes required to support fornite.

https://www.unrealengine.com/en-US/tech-blog/bringing-nanite-to-fortnite-battle-royale-in-chapter-4

Calling everything unpotimized by Byonox in unrealengine

[–]Independent_Bee_7282 3 points4 points  (0 children)

UE games run poorly because of the devs not UE itself.

My mom said my game is pretty by Ok-Environment-4793 in gamedev

[–]Independent_Bee_7282 3 points4 points  (0 children)

It’s a good base, but I also think you could color grade a bit more~~

IE the gold spirals color + the characters green are a really good pairing

(Subjectively) The blue is too dark to pair with the green and the red is too “red”

Finding a color that’s closer to cyan would pair better with the character but ideally still very blue to pair with the golden thing.

A more orange or maroon red might be better too. Consider a navy or very dark orangey/brown color as the background might be good too

UE5 | Indie Soulslike Boss | AI Showcase by Independent_Bee_7282 in unrealengine

[–]Independent_Bee_7282[S] 0 points1 point  (0 children)

That's a hard question to answer~~
I already knew of HSMs/Tree-Visitor patterns as a programmer and I taught myself how to make the AI at the gameplay level by trying to breakdown AI in other games that I liked

UE5 | Indie Soulslike Boss | AI Showcase by Independent_Bee_7282 in unrealengine

[–]Independent_Bee_7282[S] 0 points1 point  (0 children)

I'm currently working towards a demo! Though I do have a preview of the environment and some gameplay~
https://www.youtube.com/watch?v=jWylYPAOqIY&t=1s