I SWITCHED ENGINES for my ENTIRE Indie Game | Hollow Runes Devlog #5
ฝัง
- เผยแพร่เมื่อ 3 ก.ค. 2024
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⚫Video Description:
In this devlog I talk about how I switched my entire project to Unreal Engine 5!
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Welcome to the development of my 3D Action RPG Hollow Runes. This is a game inspired by Zelda, Shadow of the Colossus, Okami, and many more. The game development roadmap for this indie game will include all manner of different ways I tackle this dream project of mine. It's very much a passion devlog first and foremost, and I used Unity and Blender primarily for my toolset, but now have switched to Unreal Engine 5.2. If you like my content, consider leaving a like as well as subscribing and clicking the bell to continue following the process of my game development, and even contribute to my game when I post polls! Cheers and see you soon. :)
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🎵Intro Music by: greasydaddyspla...
#gamedev #gamedevelopment #unity #rpg #madewithunity #indiegame #indiedev
00:00 Intro
00:51 Performance
01:44 Size and Scope
02:12 Personal Preference
02:39 Master Material
04:09 Asset Migration/Material Tweaking
06:23 Logic and Blueprints
06:46 Structures and Interfaces
08:09 Components
09:33 Outro - เกม
yooooo dude welcome to UE5! Lots of progress, everything looks great so far!
appreciate you as always man 🙏 glad to finally be here!
UE has always been my first pick for engines, it has so much capability and will help a lot with ur game
totally agree!
Whats funny is you listed its generous open world toolkit as a reason for switching. Those tools are actually some of the oldest tools in the UE5 source, most existing since UE4 and are currently getting completely reworked hopefully for 5.4 or a later release.
Some of the previews have been insane and it makes sense the new Witcher game will be on UE5 and probably the next Zelda game after the nintendo/Unreal partnership.
Palworld is a good example of a recent indie open world game doing well with UE5. I think its no question that if you are making an open world game that Unreal is the superior choice.
Niiiiiiice dude!
I figured you’d probably changed engines, and it looks super worth it in every way!
definitely brother! for sure going to make strides now 😤
I swapped from Unity to Unreal about a year ago, and it was a great decision. Oddly enough, one of the things that was hardest for me to learn was that Unreal does so much for you. So much common game architecture is just handled for you. From game managers to player ability systems, unreal usually has something just out of the box to get you started.
It definitely has its own pain points though, of course, but overall I'm enjoying the day to day in Unreal a lot more than I did in Unity, and it sounds like you probably will too. Excited to see more updates!
i appreciate the words, ryroio! certainly enjoying my day to day with unreal so far, i'll let you know if that changes 😅
thank you so much for helping me understand Blueprints and really to manage it well
glad to hear it friend! happy to help 🌱
why tf do you have 534 subs you need WAYYYYY more than that. Underrated ASF
thank you, much love friend 😭🤙
good luck on that fire game dude cant wait to play it@@devkumo
valid points 👍
😤🙌
9:45 - balance and composure - disagrees with you :P
hahaha seriously, what the hell 😭
❤❤❤
Switching your entire engine because of meme effects is pretty hilarious
what can i say, i like to entertain 👌
If you like Unreal, you should check out Stride game engine. The UI is comparable and no royalties whatsoever.
always like learning, i'll check it out! thanks freaklore 🫡
And what about engine bugs and documentation? Is it worse or better? I never tried anything else than Unreal Engine, but I still fighting bugs and lack of documentation 😞.
i know it can be difficult to obtain documentation, but i haven't found that be an issue for me yet, though it could just be due to my project being in it's infant stages. as for bugs- that's really going to happen to various degrees in any engine, i think it's more about how to overcome them as they crop up. wish you the best friend! 🙌
Better performance??!!
Nanite needs at least something like GeForce RTX 2080. for this reason, there is no alternative to lods unless you are targeting like below 5% of the market gamers or your doing it for fun nanite is not an advantage in your case :)
Lumen similar requirements too
thanks for the feedback dude :)
honestly with the way my project is shaping up it seems like nanite is the way to go but i don't want to bar anyone from the game either so it's something to think about for sure!
Would you recommend any particular plugins for lighting aside from Lumen? I've tried using ScreenSpace Beta for decent results but idk if you've has success with anything else
Sure, Nanite requires more GPU power if you're using high poly meshes with high tensity textures-- not so much on the lower end. You can Nanite a low poly world if you wanted. I ran UE5 and Nanite on a 1080 when it was first introduced. But, all in all, Nanite isn't always the best choice-- and sometimes, there's no reason to use it at all.
Not only that, but in order to really make use of NANITE, you need to even be able to produce and import these extremely high detail meshes anyway. I doubt an indie developer could author these assets to the scale of an entire game.
You will learn that UE is actually fucking painful the hard way
haha maybe, game dev is subjective- i tend to enjoy the learning process :)
This doesn't seem like a very well-thought review of the engines to be honest.
- Performance: Unreal is not automatically more performant and in my experience Unreal (especially 5) has introduced massive overhead preventing even simple games from running on low end machines (I've see games literally taking a PS1 art style run like absolute garbage, then there's ultrakill which can strike hundreds of FPS on low-end computers). Especially with version 5 and all of its significant features. To me it doesn't sound like Unity was slower (and IME, it's far from slow), it just sounds like you didn't know how to optimize it. The significant overhead lies directly within the engine itself. One could say that since Unreal can compile to native code in C++ (yet so can Unity now with HPC#, Burst, etc.), it could be faster. But in my experience, Mono has never actually caused slowdowns aside from heavy data processing (which should've been done in native anyway as a dynamic library).
- Scalability: Absolutely nothing says Unity cannot scale to a full-fledged open world game (assuming a single person could develop a game at such a scope in a reasonable amount of time). Again, this just sounds like a lack of knowledge on how to use the engine. Also I highly doubt NANITE would really improve the performance of your game, not only is the overhead of the entire system fairly high (things like the mesh cluster generation, LoDs on the fly, etc.), but like the previous point it would likely not perform as well on low-end devices. This is of course, assuming you could develop extremely detailed assets in an industrialized manner to saturate the variety needed for a game. NANITE is best suited for said high-detail assets in large amounts.
To me, these subtopics you've mentioned sound like you just didn't like using Unity for your project. Unreal might have a wider toolset but I don't see much of it being useful for indie developers.
very valid, i appreciate the info dump! i should have clarified that this not meant to be taken as gospel, it was subjective toward my project, though i will make sure to be more thorough in the future and speak for both if it comes up. thanks for the comment friend!
I hate the game industry's "look" these days.
So his first reason was performance cause UE5 gives him more FPS than Unity. I should have make all my mobile games on UE5 😂😂
haha wouldn't that be something 😅
i simply meant for my project, not all projects friend!
@@devkumo Lumen is really preferment for all unreal projects - Joke of the Year
I moved from Godot to UE5 for 3D because Godot is such a trash 3D engine... UE5 is godsend with all its tooling. It has its pain points, as does any engine... but for an indie, you are farrrr less likely to run into them at your scale of game. Plus, UE5.3 go BRRRRRRRRT... and gets better every update.
It's not fair to compare an open source game engine funded by contributions to a multi-billion dollar enterprise's industrial tool. Don't be stupid about this.
@@joeroeinski1107 based take
var boolean: Sub please? : true
you the best Kis 🙌