Author Topic: Tips for a beginner in game development?  (Read 2618 times)

I've learned so much on this community, a lot of it was having an eye for game development and 3D Design, and Blockland helped me a lot to learn things that I didn't even know about, but let's face it, it's an old game, the engine limits our possibilites, and I want to take a step further, I've began to consider more and more about the idea of becoming a game designer (or lead director if that ever comes to happen someday) I got a lot of ideas and concepts in mind for games that I want to make, firstly I was thinking of using Blender to do 3D Modelling, and the Unreal Engine to develop the game, but I would like to know you guys tips and suggestions of what should be the best to start with, I admit I'm not a programmer myself so that's why I was thinking of using Unreal with it's Blueprint system, but I do 3D modelling, and I want to take a step further in that department.

Also if you guys have any cool websites I should check at how to get started I would gladly appreciate it.
« Last Edit: October 09, 2017, 11:58:47 AM by Filipe »

you can download unreal and toy with it now but you probably won't get too far if you don't understand programming conceptually. take baby steps, learn C# and fiddle around in unity.

you can download unreal and toy with it now but you probably won't get too far if you don't understand programming conceptually. take baby steps, learn C# and fiddle around in unity.
Why unity instead of unreal?

not sure about unreal, but unity kind of reminds me of BLs events
all of the scripts are small and put on the object they relate to, just like doors are input>self>open/close

I would say go Unity as well.

Why unity instead of unreal?

While Unreal has the option, Unity runs strictly off of C# and forces you to learn a programming language.  Unreal runs on the blueprint system, but it's possible to develop in C++.  I would say learn C# first, as that's a common language in the industry, and then learn the Unreal blueprints system.

e: also, C# is relatively simple.  don't let it intimidate you.

I'm by no means a programmer but I actually found it easier to learn C# in unity vs the blueprint system in unreal

I'm going to go against the crowd and recommend Unreal. It's blueprint system is easy to understand and almost reminds me of Blockland's eventing system. The connection between nodes just helps me visualize the actual connection between each node that writing code does not. Connecting nodes just "clicks" with me (literally) better than writing the code out. If you are a visual person Unreal's Blueprint system might actually be better than coding. You can create games entirely out of Blueprints, and if a blueprint is running slow for your needs you can cook it to code and modify it from there.

I'm not against coding as well, if you do think you would perform better just coding then I would recommend C# and Unity as it's a bit easier to learn than C++ (if you know Java already then C# will be easy). Take what I'm about to say next with a grain of salt as I've never used Unity before. I've just heard of horror stories from people who've gone into heavier development with Unity. I do not know specifics but most of them were about features that are just not present in Unity by default and had to write/buy them instead. Some problems were almost impossible with Unity without wonky work-arounds, stuff they said was already present in Unreal or easier to add in.

I would give both a try: Unreal's Blueprints and C# in Unity. See what you think and feel about both. Then find people who have used both and ask them what they think. From what I have seen, it's easier to start with Unity but Unreal will help you go farther when you get into more professional development.

I'm going to go against the crowd and recommend Unreal. It's blueprint system is easy to understand and almost reminds me of Blockland's eventing system. The connection between nodes just helps me visualize the actual connection between each node that writing code does not. Connecting nodes just "clicks" with me (literally) better than writing the code out. If you are a visual person Unreal's Blueprint system might actually be better than coding. You can create games entirely out of Blueprints, and if a blueprint is running slow for your needs you can cook it to code and modify it from there.
That is the main reason why I'm aiming for Unreal, I've always had a lot of trouble and headaches when it comes to coding every single line, typing very specific things and advanced commands and how to organize it so it won't break anything, but I tend to have an easier time when it comes to a visual interface, which unreal has with blueprints, but we'll see, if I get the hang of it with time I might get into C# coding (most unlikely judging by my previous experiences) And I'm more into the visual and design aspect of things, so core programming writing the lines and everything is really something that I would have a lot of difficulty with, so I'll try out blueprints and see if I can go well from there.
« Last Edit: October 09, 2017, 07:29:59 PM by Filipe »

Why are people supporting Unity? It's an engine build by software developers, and it shows badly. Unreal was made by game developers.

you need to learn to finish projects/games

Why are people supporting Unity? It's an engine build by software developers, and it shows badly. Unreal was made by game developers.
Doesn't mean good can't come from it, just this year, we got games like Cuphead, Snipperclips, and Yooka-Laylee that were made on Unity

Why are people supporting Unity? It's an engine build by software developers, and it shows badly. Unreal was made by game developers.

we're supporting the use of unity as a learning tool, not developing his AAA one hit wonder

EDIT:

anyway OP this isn't really a thing about taking sides. install both and give each a shot.
« Last Edit: October 09, 2017, 08:30:25 PM by Steve5451² »

you need to learn to finish projects/games
Not true. Not even close to remotely true.

Make prototypes. Make lots of prototypes. Scrap the ones that you don't think will work out. Show off your prototypes. If one catches people's interest, create that game but from scratch. Don't build up from the prototype, use it as a resource. Even if you don't show them off, just go with the one you enjoyed the most making. Do game jams. Do ludum dare. Get experience and some things to work with before you just jump into making a full game.

Why are people supporting Unity? It's an engine build by software developers, and it shows badly. Unreal was made by game developers.
https://www.youtube.com/watch?v=Ng7HzJzuEng
https://www.youtube.com/watch?v=zR0ikPYOjhc
https://www.youtube.com/watch?v=6_7qv1Bluno
https://www.youtube.com/watch?v=7R87kAHnsWc

all four of these games are built on unity.

if you know what you're doing, it's an effective engine.

A stuffty craftsman blames his tools.

That being said the tools certainly help with the process. Unity v Unreal is a very hot topic and you'll get a different response from every developer so you'll have to weigh the positives and the negatives.

Do you want to learn an easier coding language like C# but have to use it for everything or do you want to go the unreal route and use Blueprint for simple stuff but have to use C++ for other stuff, which, keep in mind, C++ requires you to manually manage memory.