its been so long since i've seen a boomer shooter game, its finally happening im so excited if you're looking for music (production/composing) or even sound design & engineering i'd be happy to help !!
Just subscribed, this video just popped on my recommended RU-vid list, and I can totally relate to your experience, I too moved from Unity to UE5/C++, I've had a little more experience with foundational C++ and OOP programming during my uni years but UE5 is a complete new beast for me. I'm learning everyday and it's certainly exciting stuff, every day along the journey you stumble on a something new that can totally change the way you thought about implementing something (just today I found out about control rigs, yesterday I learned about Physics constraints, the day before? Chaos Wheeled vehicle system)... Kinda reminded me of exploring the wasteland in Fallout 4, you get into a a building on your way to finishing a quest, and you get sidetracked into this massive questline that takes you to the other side of the map meeting an entire new faction 😂, by the time you're done, you're like: "What was I supposed to do again.. ?🤔" I'm doing all of this to improve my portfolio as it's lacking substance apparently, considering almost 3 years of constant jobhunting has yielding 6 interviews. Hopefully I'll be able to get a really polished UE5 experience to publish on my portfolio, something that I can show off proudly that's substantially better than anything I've done before.
Yowza! Sounds like your further down the road than me. I can totally relate to the Fallout 4 analogy. Development is a slow process for me as I work full time and stream 3 nights a week. I’ve never tried to get a job in the industry as I’d always rather be in charge of a small project than be a small part of a much bigger project, but that’s just me. I know the games industry is a hugely competitive industry to get into so getting 6 interviews is nothing to be sniffed at. I’m totally sure I wouldn’t get that far. All I can say is chin up and keep improving. I’m a big believer in ABW. Always be working, because you will get paid for the work you do. Whether it’s at the end of the week, next month, or in a couple of years. The work you do today will be something that you can all upon tomorrow. Good luck dude, and thanks for subscribing!
Yeh, I was going to say plenty of classic games were made on old PCs with CRT monitors, but then I thought about it and found it hard to believe any old studios used Campaq 🤣🤣
Hi there, this project looks like it'll be great! Cell-shaded artstyle always looks great. If you need music for the game, I'm a composer who'd love to chat!
Sweet. I’ll check it out tomorrow (it’s 3am here lol). I’m already getting super stalled with UE5. I’ve worked with Game Maker & Unity before and I’ve never felt like a game engine dislikes me quite like Unreal. Like it can tell I’m a hobbyist and it resents me for it 🤣 I’ve already got another couple of FBX issues for the next devlog. I’m guna play around with GODOT for a day or two, see if I gel with that. Good luck with your project, I don’t think I’ve seen a billboard fps done in unreal before.
@@CryoNoir Awesome man. Yeah UE5 is daunting, but I've found a way for me to get it to work. I'm by no means an expert but feel free to reach out if you think I might be able to help.
I heard something about them messing with the pricing, as if Unity hadn’t been enough of a warning. Wondered if you’d jumped ship to GODOT? Seen a few big names from the GM community jump ship to GODOT. Joseph Anderson for 1. Tell your Mrs she needs to write some more smutty books to buy you a laptop 😂
Really liked this seemed like an interesting project I cant wait to see what progess you make. Can I just ask why you coded the movement and such from scratch instead of using the built in UE5 charatcter controller set up? Was the a benefit for more direct control by doing it yourself through C++ or was it for the knowledge gain of doing it?
Hey, thanks for the support, hopefully it’ll turn out as good as it is in my head. Lol Er, bit of both really. I want to do as much as I can in C++ because it is so much more performant than blueprint. On a project this size it’s really not going to make much difference but I think it’s best to try and develop good habits from the outset. Back when I worked in GameMaker I initially created platforms/environments/levels out of objects which worked fine on smaller projects. Then when I started to branch out I ended up making a pixel art platformer that made a 6 core i7 chug. 😅. Plus I’m not a fan of either blueprints or “black boxes”. If I had the skill/talent/time I wouldn’t use Unreal, I’d make my own engine.
@@CryoNoir definitely makes sense thanks for the reply, I’m currently curious about the blueprint performance after finding out that Choo Choo Charles was 100% blueprints.
Yeh, I’m probably making more of an issue out of it than it needs to be. I doubt it’d be an issue until you’re making open world games with complex IA on a couple of hundred npc’s and AAA graphics. I find C logic easier to read than blueprint after coming from Unity and Game Maker