This isn’t the blog post I promised but, whilst starting to put together my turn-based idea, I stumbled onto something that made me think about one of the big differences between UE4 and UDK.
When I used UDK, the Content Browser was a faithful friend. It wasn’t overstocked with meshes and objects but there was enough there to let you throw together an aesthetically interesting level without too much trouble. A far from profound, but certainly noticeable, adjustment to using UE4 is the bare cupboard of a content browser. It took me a while to understand that, simply, the free content from UDK’s default content browser had been replaced by a shop.
My default reaction, predictable, reasonably, was to be a bit put out. Swapping my free things for expensive things hardly seemed like a good deal. As is often the case (and with the help of a friendly “thank you subscriber, we’re free now” voucher) I was able to see the benefits of the new marketplace.
For a while I’ve had an idea for a game which I really want to make. However, for the purposes of showing design skill and proficiency with UE4, disappearing for a couple of years (or five?!) then reappearing with a finished game doesn’t really do me any favours.
What I thought I would do instead is write up the pitch for the game, then start working on a series of design documents which highlight the individual features/elements of the game. Once these short design documents are written I can then use UE4 to make small to medium-sized prototypes of the individual features. Where that is beyond me, or I would need code/art/audio support, I will flag that up and just present the design document.
The aim here is simple; show original thinking, show that I can write clear, concise design documentation, and show that I can turn an idea into a high quality design.
I’ve got another update to my teleport based platformer today. As the title suggests, it’s mainly a polish. However, I’ve also finished prototyping some mechanics which allow for the creation of puzzles.
The video below shows the first two levels of the prototype in action:
It’s time to break away from tutorials and push my knowledge and creativity in Unreal 4. Over the last few days I have been working on taking a prototype I originally put together in Game Maker and transferring it into UE4.
The original Game Maker platformer was put together with help from Shaun Spalding’s tutorials, available here: https://www.youtube.com/channel/UCn7FE3Tx391g1tWPv-1tv7Q.
I was interested to see how Paper 2D compared to Game Maker. I’ve always found Game Maker very easy to use and was curious as to how Paper 2D compared. I also wanted to know how Paper 2D fits with the Blueprints in UE4 and its pros and cons in relation to Game Maker’s interface.
I started this exploration by completing the Paper2D Official tutorial, shown below.
The video above shows my recreation of the Unreal 4 YouTube tutorial, available here: http://www.youtube.com/playlist?list=PLZlv_N0_O1gauJh60307mE_67jqK42twB
Over the last fortnight I’ve been working to increase my UE4 knowledge with one of the more advanced Blueprint tutorials; the Time Attack tutorial, available at http://www.youtube.com/playlist?list=PLZlv_N0_O1gZAjYuGIwtOHigppYa3CVLh.
Not much happens on lap two, so I’ve broken my work into a video covering lap one and lap three.
Online tutorials continue to be a great way to gain an understanding of UE4 and, particularly, Blueprint. I’m using these tutorials to add new skills and tricks to my arsenal, which are helping to expand my personal projects.