I chatted with @TwoStarGames to discuss why he used Unreal as a solo developer to create the smash hit Choo Choo Charles…
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Why Solo Developers Should Use Unreal
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For the record guys, I'm sticking with Unity! But it's good to know the reasons why Unreal can be used as well!
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Back in April 2024 I decided to make a game, I had no prior knowledge of unreal engine and now I have a full prototype. This video gave me the motivation to get started, and I thank you Thomas and @TwostarGames. To everyone about to make a game, GO FOR IT!
3:18 Look at all those locks on the door. Is this guy living in the hood?
Never used C++? Amazing.
Unreal Engine: Where progress and performance go to die.
why do you make him explain spline and what a train track looks like ?
For 3D games*
Thanks I love how you called out the entitled elite cultists with their holier than thou rules on what’s right and wrong. Gatekeeping makes them feel powerful. I subscribed.
I have a question
If this people have a several years of experience in games developing
Why didn't they be hired in a games industry company??
This is wired , please I need answers
Bro has easter egg behind his door. You need to keys to open, but be hold for boss fight.
The main difference between C++ and Blueprints is the end performance.
Blueprints is a visual way to write C++ but they require the Unreal Engine "Compiler" to convert that code into C++
A compiler is like google translate but from a programming language to another
Your computer don't understand C++ nor Blueprints. In fact, after everything is translated into C++ another "Compiler" translates it into BOOL that is a a long number made of 0 and 1 and this is the only language your computer can understand.
In conclusion, writing in Blueprints you force your system to translate everything 2 times while using directly C++ it does this only once. So big studios that make AAA games where even 1% of performance have an impact they tend to stick to C++, but if you don't have to build a game huge like AC Valhalla alone you can stick to Blueprints.
Also, Unreal Engine get optimized each month to the point that codding in Blueprints has not much of a performance issue compared to its early stages.
by the way a spline can u use for move things around the spline
4:39 Game name please ?
I think my persistence could get me far in terms of learning various things, however there are certain mathematical components to games, such as doing complex recoil impulses and other physics based things that I might not be able to do without some form of assistance.
My goal is to make a game on par with Cybernetic Titan, to prove I can make a game at least as bad as that, and then improve upon it.
Just as a hobby, just to see if I can make something that's fun to play.
Why not use unreal ? documentation and tutorials are crap
bros locked in fr
Without programming it's no fun
One thing I’ve heard on two different teams as a dev is “I wouldn’t have done it that way”. That annoys the crap out of me. It works every time and even runs quicker than what they have. Point being there is no “right” or “wrong” way if it works. Sometimes there are more efficient ways or easier ways to achieve the same thing, but that doesn’t discredit the way someone else writes a block of code or handles textures and models. If everyone did things the same way then when they come across a problem they can’t solve no one would be able to solve it.
I've participated in 3 game jams with no coding background and now working on a long-term project of my own.
I've used Unity a lot in the past but switched to Unreal in 2024 (not just due to the whole runtime fee thing) and have just finished my recent game solo with Unreal.
I have some thoughts about this 2 engine:
For Unreal Engine
1. Unreal is great, but as an indie developer, you might not need (or not be able to utilize) thoughts fancy feature.
2. Coding is hard, but not that hard, especially with the help of AI. I love blueprint, but I'm actually thinking blueprint is getting a little bit awkward due to the bad integration of AI
coding. (I can use AI for C++ sure, but I suggest not).
3. If you are into game jams, the lack of WebGL exportation in Unreal is concerning (There are workarounds, but complicate). Mostly bad for marketing.
For Unity
1. The company sucks, which means you don't know what will happen in the future to the community.
2. UE marketplace is actually better asset-wise. Unity market has better plug-ins and frameworks (yes I'm talking about more mountain). But relying on in-game / runtime plugins are not so comfortable for me. I would prefer editor tools a lot.
I'm sticking to Unreal because:
1. Changing engine wastes time. A lot, even just for your next project.
2. My dev buddy use Unreal more. For sure I believe he knows how to use Unity, but check term 1.
In the end, I would literally miss the other one anyway if I switch. So it's really hard choice.
So. I have never worked with c++. I just want to make a horror where the player is going around a haunted mansion. Is that all possible in blueprint. I mean i kinda want to make something like visage. But around an early 1800's setting.
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