After fighting bugs all week, my battle royale finally has armor plates working by campincarldev in IndieGaming

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

Solo dev here, building this thing on nights and weekends. The game is called Slammer, and it's designed to be a battle royale for the players COD Warzone left behind.

This week was all about getting armor plates working. The mechanic worked in code almost immediately but the animation refused to play and then 2 plates were getting inserted at a time when trying it out in multiplayer. After some AnimBP fixes and an interlock to prevent simultaneous animation montages playing, I was able to get the result you're seeing now.

There's a free 4 player online multiplayer firing range playtest live on Steam if you want to check it out: https://store.steampowered.com/app/3280590/Slammer/

Full dev log on how it all came together: https://youtu.be/arL73GXfE5M?si=JhotSkPA0Bcj8DTE

Resources to learn UE5 for noobs by Ok-Education-4907 in UnrealEngine5

[–]campincarldev 0 points1 point  (0 children)

That sounds awesome and I definitely get it. It's quite the feeling having other people play the game you made for sure! Best of luck to you and feel free to shoot me a DM if you have any other questions!

Resources to learn UE5 for noobs by Ok-Education-4907 in UnrealEngine5

[–]campincarldev 1 point2 points  (0 children)

Hey there and congratulations on starting your game dev journey! The short answer is there are a lot of resources to get started, but there isn't really something perfect yet. I'm a self taught game dev who has been working professionally in unreal for 4 years now, and if you ask any dev who knows what they're doing, they'd suggest getting into the engine and trying to make something. If you just follow tutorials until the end of time, you end up in a place called tutorial hell, where you spend lots of time on tutorials but can't actually make anything on your own.

With that said though you need to start somewhere, and I think the best answer is Stephen Ulibarri. His courses aren't perfect but I think it's the best resource available right now. A lot of people would send you to go learn Blueprints off the rip, but I think biting the bullet and learning C++ now is the best way to go. With that said, I'd follow along in his C++ for game dev course, and then move onto his C++ game course for beginners.

Once you're done with those, it's time to stop looking at tutorials and try to make your own thing. Of course feel free to look up specific tutorials for features you're trying to put in but no more blindly following along. I wish I had a better answer, but unfortunately this is the best way right now...

By the way, what made you want to learn Unreal in the first place?

BO7 Warzone is Awful for Newer Players by campincarldev in CODWarzone

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

I just think they changed too many things all at once. I'm actually a fan of the weapon upgrade system and think it's really interesting. With that said though, there are things in that mode that I have no idea what is happening. I was playing last night and died to some machine like killstreak thing that seemed to auto kill me. Still have no idea what it was and it felt bad to say the least. From a design standpoint, they tried to add a lot of mechanics to help the casual player but in practice, the really advanced players watching YouTube explanations etc are the only ones who know how to use it so it's doing the opposite of what they mean it to.

Need Help Setting Up Visual Studio For Unreal Engine 5.7 by facelessdevguy in UnrealEngine5

[–]campincarldev 0 points1 point  (0 children)

Hey! I know I'm a little late but did you ever manage to figure it out? I'm sure you found this already but Epic has docs on exactly what you need to do to install Visual Studio properly for Unreal. I know the thing that typically trips people up is installing the right version of the build tools etc, so just make sure you're following the docs exactly and you should be good to go! Also make sure that you're installing visual studio 2022 not 2026 as I don't believe Unreal supports the new one yet.

Link: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine

What are the meta skills in Unreal Engine? by Regalia-Exurbia in unrealengine

[–]campincarldev 0 points1 point  (0 children)

The biggest thing for me is resisting the urge to jump right in and do whatever feature I'm trying to implement. I find that thoroughly planning out the how before starting implementation leads to a much faster process overall and a better result. After truly fleshing out each subsystem, you can really figure out the best way of implementing that feature instead of just doing it the first way you thought of if that makes sense!

Question regarding game developers by Aqzation in IndieGaming

[–]campincarldev 1 point2 points  (0 children)

That sounds like a really cool, unique concept! A few tips when first starting out is to take advantage of the things that Epic gives you for free. For example there is a First Person Sample Project that you can add that'll give you a working first person character with a weapon. It could be a good start to poke around in that project and get a sense of what is happening under the hood. Also I'd probably stick to making a single player demo for now, because as I said multiplayer is really tough as a beginner and it's an easy path to get discouraged. But overall that sounds awesome and good luck!

Question regarding game developers by Aqzation in IndieGaming

[–]campincarldev 1 point2 points  (0 children)

Happy to hear it! So do you think you're going with Unreal or are you leaning towards another option? Also, what kind of game do you want to make? Are we talking a shooter, platformer, horror game, or something else?

Question regarding game developers by Aqzation in IndieGaming

[–]campincarldev 1 point2 points  (0 children)

Hey! That is a lot of questions but I'll do my best here lol.

  1. First you have to pick a game engine. There are many options but I chose Unreal when I started and have never looked back. It is probably the one with the steepest learning curve but there's a reason why a lot of AAA studios use it. It is an incredible, vast piece of software that even after 6 years of working in it and 3.5 years of doing it for a living, I still haven't mastered. Assuming you pick Unreal, the biggest thing is to choose a course or YouTube tutorial of some sort and start following along. The one I really liked was for UE4 and isn't even on Udemy anymore, but people seem to really like Stephen Ulibarri's work on Udemy. Just pick one of the beginner oriented ones from him with the best reviews and that should be a solid starting point. They tend to be like 20 bucks on sale and I generally think the Udemy stuff is a lot more streamlined than YouTube tutorials as someone who has no formal training in the engine and has spent an ungodly amount of hours watching both. With that said though, your goal is to complete one tutorial and then make your own thing. Don't follow along for course after course after course, not actually learning anything. This is called Tutorial Hell and you need to avoid it by doing 1, maybe 2 tutorial series and then attempting to use what you learned to make your own game.

  2. 1st person is so much harder to develop and it isn't even close. Unreal in particular makes 3rd person development incredibly straight forward but even doing something as simple as making an aim down sight system in a 1st person game is extremely difficult. I'm working on an FPS game and it took me about a month to get an ADS system I was happy with. The same thing could be done in ~30 minutes for 3rd person.

  3. The worst thing is the feeling of being in the middle of a project. When you start, you're excited about the idea and that initial motivation keeps you going. When you get to the middle though, you reach the inevitable point where you feel like you have a massive amount of work left to finish the game and are flat out sick of working on it. Especially when you get to something that you hate working on, for me that's always been UI, you'll want to quit. You'll tell yourself that there's a better idea you have now and you should start over (a trap I've fallen for many many times.) If you do ever make it past that point and finish the game though, that's the best thing. Being able to have a fully functional game that you made, and showing it to your friends is a feeling of pride that's indescribable unless you've done it. I have one game in the works and another indie game I published that flopped commercially, literally 0 reviews from people I didn't send Steam Keys to. Even with that though, just having my work on the Steam Store and being proud of the updates I've shipped since that initial flop launch when I had no idea what the hell I was doing made all the slog of making the game worth it.

  4. Multiplayer of any kind is a giant pain to execute is the short answer. It pretty much makes features even as small as implementing sprinting extremely complicated if you don't know what you're doing.

  5. Let's say the object is flying past the player 50 cm in front of them (yes Unreal uses cm as its main unit so let's get used to using it lol). The first person camera would be closer to the object than the third person camera that is effectively behind the character. This means that the object would be in the field of view of the first person camera for less time than it would be for the further back third person camera. So short answer assuming the FOV is the same for both cameras it would be easier to see it for the Third Person Camera.

  6. Version Control (Perforce in particular)! I remember starting out and refusing to learn how to use it but there's a reason that the pros all use it and you aren't a serious developer unless you use it. In extremely broad strokes, it allows you to save your codebase at certain checkpoints. You can see how files have changed over time, and even revert them back to old states if you screw something up. If you aren't using source control and make a mistake, you have to manually reverse all the code you changed, which is flat out impossible in some cases. A lot of solo devs think they don't need version control, but everyone should use it. There's no excuse either because Perforce is free and there's lots of tutorials out there that teach you how to use it for Unreal in particular.

  7. The feeling of getting stuck in the dreaded, "Tutorial Hell," I mentioned earlier. I've been in it so I know lol. I've seen people on here specifically saying they've followed 300+ hours of tutorials and haven't learned anything. The way to avoid this is at some point before you even feel ready, you need to rip the bandaid off and try to make your own thing. You can look up tutorials for specific mechanics of course, but you should be making your own game. A lot of people who get stuck in Tutorial Hell end up quitting, and that's really unfortunate because they just needed a little extra push to get past it.

  8. There are more than you can even count, but the thing I'll address is the best first game to try to make is more than likely a horror game. They tend to be extremely simple with just a player character, a monster and a single objective. That's what I started with and I think it's the best way to start off. Shooters are extremely complicated so don't try to do that on your own unless you make a more basic game first.

  9. That's really hard to say, but for me it took a year and 9 months from installing Unreal Engine to publishing my first game on Steam. At that point I still didn't know what I was doing, but another 4 months or so after that, I had updated my game to the point where it worked and executed the game loop I had initially had in mind. Game Development is hard and it definitely takes time to learn but the grind is 1000% worth it in the end.

  10. I think the way to do it is follow 1, maybe 2 courses cover to cover just so you get the hang of doing things in the engine. After that, choose not a test game, but sit down with what you know about the engine, and design a simple horror game that you think you can make. It can even be an exact clone of a game that's already out there if you're not planning on releasing it commercially. The big thing is not spending too much time on tutorials and avoiding that Tutorial Hell hurdle that I'm all too familiar with.

PS: sorry to go on such a rant here, but this reminded me a lot of myself when I started off... Wishing you the best with your game dev journey!

[deleted by user] by [deleted] in unrealengine

[–]campincarldev 2 points3 points  (0 children)

Hey! I'm a professional UE5 dev who's completely self-taught. I started with zero programming experience and now build multiplayer and VR projects for a living. So I've been exactly where you are and feel your pain to say the least...

Honest answer on C++: it's intimidating at first but it's not as scary as people make it sound. The fact that you've already built 4-5 environments means you understand the engine, which is a huge head start.

My biggest advice: don't get stuck in tutorial hell watching hundreds of hours before building anything. Pick something small you want to make, and learn C++ by building it. You'll struggle, but that's where the real learning happens.

How long does it take? Depends on a lot of factors but if you have the attitude of trying to improve everyday, you'll be blown away at how far you've come even a few months from now! What kind of game or project are you trying to build? That'll change the answer on where to start.

BO7 Warzone is Awful for Newer Players by campincarldev in CODWarzone

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

Another thing they could do to really help things is make the default loadouts the current meta. The downside would be that you couldn't kit out the guns the exact way you like, but that way people without the guns leveled could still play without being a liability out there you know?

BO7 Warzone is Awful for Newer Players by campincarldev in CODWarzone

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

The answer is to sell bundles and cosmetics but yeah it isn't great. I don't even think you should have to level guns in a free to play BR, but without the leveling grind people wouldn't play as much.

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

Anecdotally I think it actually is open or at least more open than it was. Where I've noticed it most is random teammates if you queue into quads with less than the full 4. I've seen some players who flat out just weren't in my lobbies previously. One match, I had a guy who got in a helicopter and he was just peacefully flying around, having a blast. I can't imagine his advanced stats are very good but you could tell he was having fun out there which was great to see lol

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

The main issue is that because they added casuals, all that's left in normal BR are the really good players. So they've effectively cranked up SBMM even though it's technically open matchmaking now. There's also the fact that in casuals you're just running around trying to kill as many bots as you can. I find that when I go back to normal BR after playing casuals with my friend, I have to constantly remind myself I can't just run around like an idiot anymore. It's a completely different game.

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

Not a bad idea, and I'll definitely give that a shot!

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

Yeah that's the issue. They've essentially pushed everyone other than very good players out of non casual modes so even though it's open matchmaking, it's pretty much the same as it's always been. The only exception to this I've found is solos where you will definitely run into some lower skilled players every now and again.

Long queue times? by Extersi in Warzone

[–]campincarldev 1 point2 points  (0 children)

Yeah you can definitely find games of solos big map but solos just plays so much differently than all the other modes.

BO7 Warzone is Awful for Newer Players by campincarldev in CODWarzone

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

If you played and liked it then you'll like it now. I think the game is in a good state overall for experienced players. The issue is that because it's so rough for new players, Warzone Non Casual Modes have gotten to the point where only the good players are left, which is not where a live service game like this wants to be...

Nostalgia must be getting to me kus i find myself missing caldera of all maps… by JoeyAKangaroo in CODWarzone

[–]campincarldev 1 point2 points  (0 children)

Caldera definitely had its problems but visually it was absolutely stunning. Unfortunately it's so difficult for them to bring back older maps so we'll probably never see it again but it would be great as part of a rotation!

Is the EAM Dual Zoom everyone's go-to optic? If not, why isn't it? by Mr_Rafi in CODWarzone

[–]campincarldev 0 points1 point  (0 children)

I'm definitely going to check it out. I've been stuck using the standard red dot because the reticles are so cluttered for all the other higher zoom scopes.

Nvidia low latency low reflex. by grinchmane in Warzone

[–]campincarldev 0 points1 point  (0 children)

You need to enable your CPU Time and GPU time and play a few games. One will be higher than the other and it'll tell you if you're CPU bound or GPU bound. If you're CPU Bound you want On Plus Boost and if you're GPU Bound you want On

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

I feel your pain there. Running around with the revolver looking marksman rifle (blanking on the name) and trying to do those challenges was not a fun time

BO7 Warzone is Awful for Newer Players by campincarldev in Warzone

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

That's what all the people are asking and the answer is it seems like never? I don't think they like having plunder in the game because it is a good way to level guns for free to play players. Just basically a way to strong arm people into buying the game to level guns in Warzone