@theredpix I migrated my project to 5.8 for this and didn't notice any difference, except some renders are darker, and actually somehow I lost some FPS since the migration. Maybe I bug, or we missed something here.
There are like 20000 new games every years release on Steam, Game Fest with like 5000 demos, in a time where everything is complicated, how peoples find the time and money for making so much games?
@boltondynamics I have tried, I don't feel more productive... But, it was time saver for creating specific internal scripts & tools. Making the actual game, better use my hard learned skills: which have more sense, because, how you can enjoy in something which is was not made by you?
@TheGameVerse 2016 it's not so far technologically speaking... UE4 was already here and year with mind blowing games like Rise of Tomb Raider, Uncharted.. Just Ubisoft always had cutting-edge technology especially in Open World.
My new project in UE5 is less spaghetti code and more penne code. Maybe this time I can make a bigger scope game without being stuck on critical failures just for adding new features in late development.
My game Codex Legatum, was downloaded like 150 time. Whoever had the courage to play this boring and non sense game, thank you: y'all made me a completed game developer πͺπΌ. A bit sarcastic, but at least my dream of creating a game is fulfilled π
@WindowsLatest WinUI is an efficient way to make native W11 apps, but dev's rushes into webapp using react, electron heavy shit, then port under wrappers and pretend to be native. I know rewriting in another stack have a price and it need to maintain different apps, but you earn performances...
I finished my first game called Codex Legatum, it's an very short walking simulator with some meh puzzles, and it's available for free on Itch Io https://t.co/WNlx8N57wn
What's new? Technically features of my game are done, the level is done.. but I need to improve the enemies AI, and redesign the level progression: complicated question on how to make progress pleasant in a such small hack'n'slash-ish game π€
I was digging in my unfinished projects with UE5, ... I mean technically there was simples mysterious-puzzle-point-click games, but I guess, 30 minutes of gameplay for a meh experience (plus bad performances and heavy size because of the assets!), better do nothing :x
Making an fullscreen map seems overwhelming... so, let break down the problem and just think about on how to do it with stuff we already have on Unreal Engine. Answer: the CameraActor! Then, add some logics linked to the Actors on the level and boom, done in one day (or two?).
What's new? I made a Shopkeeper where you can purchases coating potions for making interesting effects on your weapon. Obliviously made also a bag feature. Also you pay with creatures essences (yeah it's like Souls, you know how much original it isπ ) #IndieGameDev#UnrealEngine5
I am using CommonUI and helps a lot for implementing both keyboard & gamepad detection. Simples things which make gamedev process less frustrating, especially when solo π #IndieGameDev#UnrealEngine5
I am again cooking something, and for the first time in years (try, fail, learn and retry!). I have something stable to work with. If I don't overscope and kept the features simples as showcased, I can finish this one. #IndieGameDev#UnrealEngine5