Had to leave the stream early but wanted to say, thanks so much for the support and also the kind words from your community! It was awesome seeing them all in the comments :D.
For anyone who doesn't know, here's some tips to stop your PC from crying when you launch Unreal: In Settings/Rendering: Nanite: Off Virtual Shadow Maps: Off Global Illumination Method: Screen Space or None There's lots of others but those three should take the pressure off without compromising on the graphics too much.
Also disabling the realtime rendering in the editor when not needed will unload the computer a lot. I use it only momentarily to see the effect of water and particle effects ect and then I switch it off again while Im just editing and building the scene. The difference even on this gaming laptop is huge like: realtime on = fan screams on almost max, realtime off: fan is barley idling. Realtime is on by default when starting a new project
Yeah, in college I disable all of these :D, my pc at home does run it fine just at some smoor cooking temperatures hahaha. They're great tips for starting off especially on a mid range - low range rig! Another I will add is actually capping the framerate to 30 or 60 based on a desired minimum as otherwise you will build the game thinking it will run fine and then it collapses at low framerates *especially when physics based*
Godot's community gets a lot of flack for being a "cult". Maybe it is, idk. All of the comments here are exactly what I expect from the indie game dev community, though: peaceful, understanding and supportive. Best of luck with your dream game, mate!
This is what I love, that even the most "critical" of comments are not hating on the switch but rather wanting to get more of an understanding. In the end it's all indie devs working on games no matter the engine and the engine should not be a reason to get angry at each other :D
i can only guess it's a consequence of the community getting built up from drama. godot suddenly had a lot of attention just from the legit fiasco related to unity licensing fees. and suddenly most recently political drama started happening. and here i am a beginner that just wants the least amount of drama
99% of the reason godot got called a cult was because for years someone would bring up godot being bad, then someone who actually uses it defends it. Thats it. Blender was also in the same boat before it became the defacto/default software for many people.
Would you say most of your reason for switching to Unreal had to do with your career and developing a marketable skillset, rather than limitations in Godot preventing you from creating what you want to?
I would say that my career and skillset would be the key factors & the fact that Godot would limit that extent for myself. I could in theory use Godot to make the same projects but it won't benefit me as much as unreal being the tool on display. Imo I still recommend Godot for users who are more of a hobbyist mindset over a future career mindset!
How about making a 3D over the shoulder third-person Pong? Maybe as time goes on additional difficulty comes about in form of falling objects or something :) I was thinking space-themed. Liking your channel - way back when I also almost went to college for game dev but life took me in other directions. Years later I’m now getting into making my own stuff learning independently, so it’s nice to witness other folks’ learning and doing journeys!
Ooh a third person pong could be an awesome idea, I'll take some notes on ideas to design this. In a space setting too with falling objects, could work really well. Maybe as a match goes on, certain falling objects drop "abilities" that allow you to make the opposing players life harder? Also its awesome to hear your getting back into making stuff independently, if you ever have anything available post them on itch or in my discord to share!
how are you rotating the level? is everything moveable and you're moving all of it? If so you will probably run into performance issues in the future. You can probably fake it by rotating the camera and changing which direction 'down' is with gravity while keeping the environment static.
So currently I am rotating everything, I attempted the faking of the rotation but alot of things disagree with this method. I'm going to try design the full level by rotating everything under this specific actor and if I do run into more performance issues I'll look back into rotating the player themself but the issue I find with that is it's snappier than intended, eitherway I'll cover it all in a later video about it's development :D
i switched too. i like godot and what it its trying to do but you cannot overlook all the massive benefits unreal has -In the future the games i want to make cant really be made by myself, Unreal means theres alot of people who know the engine and its work flow. Godot is still new and a large swath of the users are beginners -honestly the 5% royalty cut isnt much considering that every major platform takes 30%, and they only take royalties after 1 mil gross revenue. so your first million you dont pay anything anything after that you do. so if you made another million you owe UE $50,000 which is fair price to using the engine - console porting, if you want to port to consoles with godot you pretty much have to enter a rev share agreement with a publisher or the godot porting companies making that 5% you saved by not using unity/UE worthless. Often a 70/30 split on top of any platform fees meaning you'd make less on console then other games on ue/unity and YOU will port to consoles, the small indie games made with godot perform well on switch, its something you will do and run into -Online, advanced animation, lighting, upscalers and advanced rendering. Yes these are all things Godot can do, but theres concessions to be made and each of them will require you figuring out a solution when these things come ready for you out the box in UE or have vast documentation. Godot isnt a bad engine but the way i see it is like a pseudo custom engine. the way you have to use plugins and create work arounds for alot of things make it feel less "Game Ready" then Unity and UE despite a few break out hits. im sure it will be a great engine in the future but imo its too young
@@SylvanFeanturi it's older but unity has made major strides in usability. Unity has been used professionally for much longer then godot. And sure there were some limitations being open source (getting APIs and console Porting) but you can't overlook the advancement of unity and UE
100% agree on all these points, the cut isn't much at all in the grand scheme of things, especially when you take into account the fact you get so much readily available plus console porting being doable by your own self!
I have been trying to figure out if it is possible to create scratch-like editor within a game that lets the player edit the code in the game. Ex: player changes fire rate from 5 rounds per second to 10 rounds per second by editing the variable in the block code editor.
Hio, I also just changed from Godot to Unreal Engine 5.5. And I love it. I love the journey of learning and UE makes a lot of fun. I'm so happy that I made this decision.
How are you finding 5.5 with megalights btw? I haven't gone up to it just yet. I'm glad your loving it too, can't wait to see what you make! *If you have any itch games up already or plan on it let me know*
After using both, I have had many negative experiences with Unreal, with its lack of documentation/tutorials and no helpful friendly official discord to ask around in. Godot is definitely just better for my own uses, so it's very different to see someone move away from it in favour of UE5. Your devlog has been really interesting to watch!
It definitely sounds like you're making the right call. I see lots of videos about people switching to Godot and while it's quite solid there are plenty of reasons to go with another engine.
It is really solid, to be honest I would stick with it if it helped with my future but on a portfolio, unreal engine will bring more eyes to me than Godot would ever unfortunately
I'm very used to Unreal, but I grew a bit tired with the engine not prioritizing the right things. So i used Unity for a bit (didn't like how it didn't have standardized character controllers and such, and how you were basically on your own with implementing that stuff), and I've also tried Godot, but think that both have glaring issues. So I've been looking at some things with Unreal after sleeping on it for a bit. There's a few plugins that I think really fix glaring issues with the engine: UnrealSharp is being worked on for C# support in Unreal (although it does have a bit of a setup process and is WIP). Hot reloading works, but Linux and Android/iOS support is coming down the line. The problem as someone who wants to eventually support mods is that you're normally stuck with Blueprints, and that gets messy and slow very quickly. I've seen the Lua plugins that are available, and those have even worse documentation. So I feel like C# is a good compromise, and that is what S&Box and most Unity mods are using. To fix the engine's bulimic controller support (It only supports Xbox controllers by default, and the built-in alternatives for stuff like DualShock controllers that Unreal has aren't good either), the JoystickPlugin on GitHub exists. So essentially, with this plugin, rather than using XInput, the plugin prioritizes SDL (a platform agnostic API) for input, which opens the engine up to supporting PS and Switch controllers, and even motion controls natively without needing SteamInput. There's also FSR 3, DLSS, and XeSS plugins that are available for free. All I need now at this point is a plugin that streamlines modding tools and support (as since you can't redistribute engine tools to non-licensees, you are stuck with Epic's own binaries), and some sort of way of doing stuff like toon shaders without unlit materials or post-process materials. But the second one might come down the road with Strata Materials.
me and my brother decided to make our first game in unreal as well, for the same reason you mentioned- almost everything is already in there, movement, balistics, save replication (possible multiplayer replication), nanite so no need for multiple LODs, blueprints, and many more and listening to many devs, that studied programming and or made games in the past talking about how UE is difficult is nothing but pathetic excuse in my eyes, if a pair of machinists could learn, how come others cant?
Unreal does indeed have everything, and even better, you can also fork it and alter what you need if required! I do agree aswell, anyone can learn it, just many are resistant to putting some effort toward it, but in the end it truly is worth it. *p.s in my opinion having unreal knowledge will be greatly beneficial in the future :D*
FORK lol :D while access to the source was one of the + when ultimately deciding, neither me nor my brother know squat about C++ so no forking in the near future, or custom plugins nor complex games... but the wide use of the engine will help when looking for helping hand in the future for sure
I get you, don't worry I don't know squat either lmao, just thinking more on why big studios have moved over to it! Along with that makes it widely used for our benefits
If you're going to change engine, make sure it's for the right reasons. Drama is easily ignored. I never encountered any of this myself, so it seems to have been relegated to a few very vocal individuals on Twitter and some heated exchanges. Every single engine has had it's fair share of drama, it's just that some are easier to tolerate than others. Unity has permanently lost my trust, and I'll never be returning to the platform. They've consistently demonstrated they only care about how much they can milk from users rather than making a good product.
Did the same thing recently. Haven't had much time with my project so I've only done barebones UE stuff but I just wish the UI experience was more friendly. It's a nightmare compared to Godot imo.
I have to agree with this, the UI is so so so overwhelming but, I promise once you stick it out it'll flow, being able to create so much just in engine is awesome!
It's a really nice environment to use for prototyping medieval styled games! I have altered the materials colours in the current version, and down the line Ill work on my own models. What game are you working on btw?
Bro one game sample which you show where the screen rotated is it unreal or godot engine. Is it using any transformation matrix? Please to also say why unreal is best for the long run?
The rotation game is in unreal, but a long time ago I had a 2D prototype of the concept in godot! In the long run Unreal is the best.. for me, maybe not the same for others but to have a nice bulked up portfolio it will benefit me having it related to unreal for future job opportunities
Your prototype looks interesting but for something that's supposed to be a racing game as you described it doesn't feel like it's an accurate description. Kind of feels more like a time attack title, it doesn't give off the vibe that you need to be faster than other players. The timer however gives off the vibe that you have to meet an objective of sorts before the timer expires however. The mechanic of the rotating level though I think is an amazing idea but I feel something like that could truly shine if you used it for making a Metroid Vania style game. If you want to continue it in the direction of a racing game I feel you need to space out obstacles in accordance to the speed the character can move and add features to allow variable speeds based on momentum the character gains as they avoid obstacles. As it stand it feels too slow and doesn't a sense of speed plus the obstacles and level design gives is a claustrophobic vibe which doesn't portray to the player that you gotta go fast imo. I know its a prototype but these are my opinions based on the clips you've shown, it looks like it has a lot of potential however.
So both the Rotation game and Racing game are two different prototypes I came up with in class. The racing game was a prototype a group and I designed & the rotation game aka Scalar Trajectory was one that I have come up with and is what I plan on doing for my final project. I will be covering both of them in separate videos in the coming weeks alongside some work on some small game ideas that tie into some of my other assignments :D. Fun fact also, a metroid vania style game is something I have planned down the line but it will be something I want to dedicate time to, the idea I concepted a while ago and built a version of it before I really knew how to code!
@@auesip maybe I heard wrong then but I thought in your video you stated you were showing off your prototype racing game but the game you showed appeared to not be a racing game. Because of this I shared my opinion assuming the game shown was intended to be the racing game.
@@raventhorX You alright dont worry, Your points even if mistaken between them are still valid points that I will have to keep in mind if I was to make the racing game :D
Why i will never do the same. Unreal is just unecessary packed with stuff by default. Takes ages even on a beast of a PC to open up. Seems unoptimized for an engine. So the outcome from it might be optimized if you know what you are doing. But the software it self that you work in is poorly optimized for what the usecase of it is. Last but definitely not least. Anything that is opensource is better than the counterpart that isn't. OpenSource is always the way to go. Everything has a learning curve. But spending so much time on learning something that is closed and can change at any time or moment is to me way to big a risk to take if you are serious passionated about what you are doing. Unreal engine might be a good concept. But the execution of it and the accessability is your typical corporation style delivery. I say. Stick to godot and create greatness from what you have. Instead of expecting greatness to come with overpowered tools that constantly breaks anyways.
I applaud that decision because I feel like Unreal is the best engine from a technical and licensing standpoint and they've remained largely politics free. It's also a good choice if you want to work for a major studio, but I would advise against striving for such a goal. Not because it's unattainable, since it totally is attainable, but because if you've never worked for a major studio you may find that you don't like the stringent workflow and corporatism of such an environment. You might also dislike the direction a game goes in if you're not the designer. I would suggest doing at least one project completely on your own or with a small team of friends and strive for a completed product that you sell before you consider any major studio.
The good news is, my game DwarVein is the complete product I built myself and released! So I understand the effort that goes in, and I feel even if I may not love the studio experience, I need to have some form of experience in such a situation to garner a greater understanding of how a team works :D. And I also do agree from a technical standpoint unreal is a brilliant choice and a good choice for myself!
Have you considered Unity Engine? If yes, why did you choose Unreal over Unity? With Unity you - would get back your ability to develop with your laptop (I am guessing because I don't know how good your laptop is) - would be able to use C# as a scripting language (if C++ scares/exhausts you and Blueprint-Spaghetti annoyes/confuses you) - wouldn't be bogged down as much to develop certain kind of games (I have heared Unreal lends itself well to develop certain kind of games with, while Unity is said to be more open to develop all kind of games with) I don't have experience with Unity or Unreal, I just mentioned things I have heard. I am curious what you think about "Unreal vs Unity".
So to answer this question, in the very beginning I used unity, but it never really clicked with me. This is where I began using Godot as an alternative but now as I have moved into college where were using unreal and looking for a job, unreal is the safest bet for attaining this. My laptop is a work laptop with no gpu so any form of game engine is really out of consideration minus Godot for it. I considered learning C# but I have settled on learning C++ over next summer while understanding unreal in depth. The core reasons I chose unreal is it's my safest choice in the long run, gaining experience and being taken more into consideration during job interviews. I know unity is really good and maybe down the line I'll look back into using it a bit, but currently I have no plans. Both Unity and Unreal have their benefits, Unity for versatility and 2D especially whereas unreal has alot of functionality and latest features which are becoming industry standard as time goes on. In the end, if someone was to choose an engine it truly doesn't matter, but when I look into my benefits for using Unreal, it'll pan out better a few years down the line for me. I hope that answers your question :D
@@auesip Thank you for your great and detailed answer. I have heard that many game studios are switching to Unreal and one advantage for the studios is that you can hire talent (and outsource) more easily, because C++ and Unreal know-how is a more prevalent skillset in the (world wide) market. I think this could play into your hand.
Unity is a trash engine. I have to work with it at work and I feel miserable. It is just the slowest out of 3 Never learn unity if you: want to make games on your own or with a little team want to make a simple games, like mobile projects or 2D, for that godot is just enough want to make unique games, not asset flips value your time. Unity can make you wait with sudden loading bars while you scrolling the inspector properties. Playtesting in unity is pain. We wait 5 to 10 seconds every time we hit play. Yes we have like 10 GBs of assets in those projects, but our Unreal teams have up to 100 gigs of stuff and playtesting runs instantly. I despise Unity for all the time it made me wait. Also keep in mind, that Unreal is made by people that also make games, while Unity is initially made by students with some shitty code that's even now shows its ugly head via all that performance issues. Also the Unity company is ruled by investors that doesn't care about games.
It's sad that all of my friends on college uses Godot because their laptops are too potato to run Unreal, instead of the benefits of Godot's open source and all sort of stuff. Like really, if they could use Unreal, they'll use it immediately.
The only benefit of open-source is the direct work with the code. If you work on high-level (through editor and scripting), there's no sense to point that engine is "open-source". Because, well, you don't use the sources at all!
that is a fair reason for switching. godot is getting some adoption by companies, unrailed 2 just released and slay the spire 2 is also being developed. but unreal will continue to be used by AAA companies because of its next gen graphics and miscellaneous gimmicks.
But as I’ve seen in game jams, programming skills are much more important. You can make a good game with just basic polygons. If he’s making a game on his own, it’s better to use an engine that allows him to implement his ideas easily rather than focusing on beautiful graphics.
@@danylbekhoucha6180 You can make in Unreal many games easier than in Godot, just use one of the scene templates that comes with the engine. For example the third person template will save you days or even weeks of work, because it comes with basic movement (running, jumping, etc), physics and much more. That makes Unreal the winner, the only problem is that you need a decent computer that can run the engine.
After witnessing the woke meltdown of Godot, I would never have even started until they can learn to not Create Drama. A game engine should not take sides in politics or cultural issues.
Not taking sides means taking sides and you know which side I'm talking about. That's not how it should work but that's how it works. Don't blame me. That's the times we are living.
@@jethdaflip7741 Someone on Twitter said that "only woke studios use game engines". Then Godot effectively said, that's fine even if it were true, we don't discriminate. And then people lost their minds. It was a whole lot of nothing and nobody cares about it anymore.
@@lout160thats not really what happened, stop lying 1. Some trolls said only woke studios use game engines 2. The amateur godot social admin fed the troll by giving their own political opinions through the official godot account (they have been doing so for quitr some time on discord as well) 3. People said Godot should refrain from involving politics and stop feeding the trolls 4. Godot admin had a meltdown and started banning them. They then starting banning anyone who had something in their bio or non Godot related posts that the Godot admin didnt politically agree with. 5. They even started banning people on Github for such reasons. Its not a lot of nothing, banning people on Github for their private political beliefs is authoritarian and destroys the entire notion of the FOSS nature of the project. This has been happening for years now at this point. Stop trying to sweep it under the rug for PR reasons. It needs to be addressed.
Maybe real gameplay from retro games like international karate + Commodore Amiga, Micro Mages new 40kb real snes game made a few years ago only 40kb or space.
I'am a real old gamer playing spectrum zx games, c64, Amiga, snes, neo geo, arcade, PSX, ps2,3,4,5 Xbox 360 enz i really like to talk about retro games and making good GFX and gameplay. Iam 3d designer for years so maybe collab ? And low base, want no money pure passion let me know ? So let me know what you thinking about a good chat and make a good combination, let me know because i like you passion and style 👍🏼
@@swrcPATCH I know the error occurs due to a gap in the array, its looking for something that's already been cleared, so to fix it I just have to change the order of processes slightly and it should fix! :D
@@swrcPATCH it was a strange error too, as technically it didn't break anything in an exported build. In fact it was around a 1 in 50 chance of happening in engine.
In my opinion judging off the games you enjoy making it doesn't make sense that you switched to unreal. I use both engines and I'm pretty positive all those games are more easily made in Godot, and made quicker. I do think unreal is the superior game engine as long as high quality graphics are your main concern and you only make certain types of games. If you aren't making something like an fps with high quality realistic graphics switching from godot is just you fighting yourself. With that being said lol this is just my opinion, I understand that everyone does things their own way and it's definitely possible you somehow can create any of your game ideas more efficiently with unreal. From my experiences with unreal and Godot though i just can't see it lol.
Yes you would be correct that in Godot you can quickly make these games, but thats not the reason I switched, I switched because In the end over here building my portfolio in Unreal as I learn C++ and study this engine in college seems to be the most beneficial route. I still use Godot in the background and can pick it up right away, but so far after getting used to unreal I cannot deny it has alot of good stuff within. Though my games are simple in style, that's more of the time limitation I have between assignments & projects, down the line I'll be able to dedicate more time to make greater things
After unreal engine bumps up its fee's from having a monopoly on the game engine market you'll quickly come to unity though. They provide a product not charity service. You dont need these kinds of graphics for indie unless youre planning to get a job at a company
Well that's the thing, I am planning to have the knowledge to allow me to get a job at a studio if possible by the time I am out of college, I will for sure learn unity down the line as well so I have a portfolio across all core engines at some point but for my college years I'm going to stick with unreal.
make games. don't switch engines. its just waste of time. Unreal Engine is good choice but use Unreal 4 for Indie games. if you are using ue5 then make graphics more appealing to your game's players.
Oh boy. Silky smooth 60 fps with nanite... Yeah right... If your scene is not open world. Sure. But Nanite foliage is a destroyer of performance. And it doesnt scale well, unlike epic devs say. Its not fixed cost at all. And there is a lot of drawbacks. Same thing with lumen. These technologies are good for closed games like silent hill, or coridor horrors.
I have had the opposite affect on higher end devices, mid range for sure nanite will lower performance but if you are above a baseline requirement for the technology it turns out it improves performance rather than lower it. Of course most consumer grade hardware doesn't meet that baseline yet however down the line maybe. I will still keep in mind alternative methods based on target users
@@auesip my 4060 cant handle nanite in most cases. And 4060 is the entry level high end GPU. You cant say its mid range :D I have not tried dlss 3.5 + FG + Nanite so maaaaaaaybeee there is a way of making it work. But if you look on steam stats iirc most people are on rx580 level gpus. So what I decided to do is not make my game with lumen and nanite at its core. I could, but It would cut the time I can spend on non-nanite/lumen version of visuals.
You have very good ideas and skills to execute. I hope do your dream game. Keep up to great work!
I really appreciate it, I'm going to keep on working hard on my goals :D
Had to leave the stream early but wanted to say, thanks so much for the support and also the kind words from your community! It was awesome seeing them all in the comments :D.
@@auesip You're welcome, I hope you get to a much better place and make the games you want.
For anyone who doesn't know, here's some tips to stop your PC from crying when you launch Unreal:
In Settings/Rendering:
Nanite: Off
Virtual Shadow Maps: Off
Global Illumination Method: Screen Space or None
There's lots of others but those three should take the pressure off without compromising on the graphics too much.
Also disabling the realtime rendering in the editor when not needed will unload the computer a lot. I use it only momentarily to see the effect of water and particle effects ect and then I switch it off again while Im just editing and building the scene. The difference even on this gaming laptop is huge like: realtime on = fan screams on almost max, realtime off: fan is barley idling. Realtime is on by default when starting a new project
Yeah, in college I disable all of these :D, my pc at home does run it fine just at some smoor cooking temperatures hahaha. They're great tips for starting off especially on a mid range - low range rig! Another I will add is actually capping the framerate to 30 or 60 based on a desired minimum as otherwise you will build the game thinking it will run fine and then it collapses at low framerates *especially when physics based*
Godot's community gets a lot of flack for being a "cult". Maybe it is, idk. All of the comments here are exactly what I expect from the indie game dev community, though: peaceful, understanding and supportive.
Best of luck with your dream game, mate!
This is what I love, that even the most "critical" of comments are not hating on the switch but rather wanting to get more of an understanding. In the end it's all indie devs working on games no matter the engine and the engine should not be a reason to get angry at each other :D
i can only guess it's a consequence of the community getting built up from drama. godot suddenly had a lot of attention just from the legit fiasco related to unity licensing fees. and suddenly most recently political drama started happening. and here i am a beginner that just wants the least amount of drama
99% of the reason godot got called a cult was because for years someone would bring up godot being bad, then someone who actually uses it defends it.
Thats it.
Blender was also in the same boat before it became the defacto/default software for many people.
I saw your channel on mergen's broadcast. Your ideas and games look very good. I wish you continued success.
Thank you, I'm glad you are enjoying the content!
It a journey choosing your project game engine and expanding your thinking or working easy or harder. As long your creative drive keep going it fine.
Thanks I really appreciate it :D, the goal is no matter the engine in the end I want to create
Would you say most of your reason for switching to Unreal had to do with your career and developing a marketable skillset, rather than limitations in Godot preventing you from creating what you want to?
I would say that my career and skillset would be the key factors & the fact that Godot would limit that extent for myself. I could in theory use Godot to make the same projects but it won't benefit me as much as unreal being the tool on display. Imo I still recommend Godot for users who are more of a hobbyist mindset over a future career mindset!
Keep up the good work.
Thanks! Really appreciate it :D
48-hour game ideas, eh? How about a driving game where you can only use mirrors and drive in reverse across an unstable bridge.
This sounds cruel, I love it! I wonder if this idea technically falls under "second-person gameplay". Ill dub the game Tow-Mater Simulator
good luck brother!❤
Really appreciate it :D
How about making a 3D over the shoulder third-person Pong? Maybe as time goes on additional difficulty comes about in form of falling objects or something :) I was thinking space-themed.
Liking your channel - way back when I also almost went to college for game dev but life took me in other directions. Years later I’m now getting into making my own stuff learning independently, so it’s nice to witness other folks’ learning and doing journeys!
Ooh a third person pong could be an awesome idea, I'll take some notes on ideas to design this. In a space setting too with falling objects, could work really well. Maybe as a match goes on, certain falling objects drop "abilities" that allow you to make the opposing players life harder? Also its awesome to hear your getting back into making stuff independently, if you ever have anything available post them on itch or in my discord to share!
I did enjoy it .... continue posting content
I won't be slowing down! Let me know if you have any suggestions on content you would like to see btw!
I haven't tried it yet but I think there is a godot add on called orchastrator that brings in an unreal like blueprint.
Oh that's awesome, I haven't heared of it before
Keep up the great content
how are you rotating the level? is everything moveable and you're moving all of it? If so you will probably run into performance issues in the future. You can probably fake it by rotating the camera and changing which direction 'down' is with gravity while keeping the environment static.
So currently I am rotating everything, I attempted the faking of the rotation but alot of things disagree with this method. I'm going to try design the full level by rotating everything under this specific actor and if I do run into more performance issues I'll look back into rotating the player themself but the issue I find with that is it's snappier than intended, eitherway I'll cover it all in a later video about it's development :D
i switched too. i like godot and what it its trying to do but you cannot overlook all the massive benefits unreal has
-In the future the games i want to make cant really be made by myself, Unreal means theres alot of people who know the engine and its work flow. Godot is still new and a large swath of the users are beginners
-honestly the 5% royalty cut isnt much considering that every major platform takes 30%, and they only take royalties after 1 mil gross revenue. so your first million you dont pay anything anything after that you do. so if you made another million you owe UE $50,000 which is fair price to using the engine
- console porting, if you want to port to consoles with godot you pretty much have to enter a rev share agreement with a publisher or the godot porting companies making that 5% you saved by not using unity/UE worthless. Often a 70/30 split on top of any platform fees meaning you'd make less on console then other games on ue/unity and YOU will port to consoles, the small indie games made with godot perform well on switch, its something you will do and run into
-Online, advanced animation, lighting, upscalers and advanced rendering. Yes these are all things Godot can do, but theres concessions to be made and each of them will require you figuring out a solution when these things come ready for you out the box in UE or have vast documentation.
Godot isnt a bad engine but the way i see it is like a pseudo custom engine. the way you have to use plugins and create work arounds for alot of things make it feel less "Game Ready" then Unity and UE despite a few break out hits. im sure it will be a great engine in the future but imo its too young
Godot started development in 2001 as a closed-source engine. It's older than Unity.
@@SylvanFeanturi it's older but unity has made major strides in usability. Unity has been used professionally for much longer then godot. And sure there were some limitations being open source (getting APIs and console Porting) but you can't overlook the advancement of unity and UE
100% agree on all these points, the cut isn't much at all in the grand scheme of things, especially when you take into account the fact you get so much readily available plus console porting being doable by your own self!
I have been trying to figure out if it is possible to create scratch-like editor within a game that lets the player edit the code in the game. Ex: player changes fire rate from 5 rounds per second to 10 rounds per second by editing the variable in the block code editor.
Hio, I also just changed from Godot to Unreal Engine 5.5. And I love it. I love the journey of learning and UE makes a lot of fun. I'm so happy that I made this decision.
How are you finding 5.5 with megalights btw? I haven't gone up to it just yet. I'm glad your loving it too, can't wait to see what you make! *If you have any itch games up already or plan on it let me know*
Same!
After using both, I have had many negative experiences with Unreal, with its lack of documentation/tutorials and no helpful friendly official discord to ask around in. Godot is definitely just better for my own uses, so it's very different to see someone move away from it in favour of UE5. Your devlog has been really interesting to watch!
It definitely sounds like you're making the right call. I see lots of videos about people switching to Godot and while it's quite solid there are plenty of reasons to go with another engine.
It is really solid, to be honest I would stick with it if it helped with my future but on a portfolio, unreal engine will bring more eyes to me than Godot would ever unfortunately
I'm very used to Unreal, but I grew a bit tired with the engine not prioritizing the right things. So i used Unity for a bit (didn't like how it didn't have standardized character controllers and such, and how you were basically on your own with implementing that stuff), and I've also tried Godot, but think that both have glaring issues. So I've been looking at some things with Unreal after sleeping on it for a bit.
There's a few plugins that I think really fix glaring issues with the engine:
UnrealSharp is being worked on for C# support in Unreal (although it does have a bit of a setup process and is WIP). Hot reloading works, but Linux and Android/iOS support is coming down the line. The problem as someone who wants to eventually support mods is that you're normally stuck with Blueprints, and that gets messy and slow very quickly. I've seen the Lua plugins that are available, and those have even worse documentation. So I feel like C# is a good compromise, and that is what S&Box and most Unity mods are using.
To fix the engine's bulimic controller support (It only supports Xbox controllers by default, and the built-in alternatives for stuff like DualShock controllers that Unreal has aren't good either), the JoystickPlugin on GitHub exists. So essentially, with this plugin, rather than using XInput, the plugin prioritizes SDL (a platform agnostic API) for input, which opens the engine up to supporting PS and Switch controllers, and even motion controls natively without needing SteamInput.
There's also FSR 3, DLSS, and XeSS plugins that are available for free.
All I need now at this point is a plugin that streamlines modding tools and support (as since you can't redistribute engine tools to non-licensees, you are stuck with Epic's own binaries), and some sort of way of doing stuff like toon shaders without unlit materials or post-process materials. But the second one might come down the road with Strata Materials.
Great choice for sure ; )
The best ;) and learning from the best too
Interesting, I do the reverse, moving from UE to Godot because I don't like UE blueprint and how heavy it is in mid hardware
That's fair, and I don't blame you, Godot is incredibly light. My main reason for moving to unreal is for portfolio/future opportunities.
@@auesip I still use UE for work related stuff, but for my own game I choose Godot
i would love to hear your ideas about making and maintaining a GDD
100% for sure, I'll definitely make a video going in depth on the topic soon!
Damn big moves man :))
Thank you! Let me know if you have any game ideas I should work on btw!
me and my brother decided to make our first game in unreal as well, for the same reason you mentioned- almost everything is already in there, movement, balistics, save replication (possible multiplayer replication), nanite so no need for multiple LODs, blueprints, and many more
and listening to many devs, that studied programming and or made games in the past talking about how UE is difficult is nothing but pathetic excuse in my eyes, if a pair of machinists could learn, how come others cant?
Unreal does indeed have everything, and even better, you can also fork it and alter what you need if required! I do agree aswell, anyone can learn it, just many are resistant to putting some effort toward it, but in the end it truly is worth it. *p.s in my opinion having unreal knowledge will be greatly beneficial in the future :D*
FORK lol :D
while access to the source was one of the + when ultimately deciding, neither me nor my brother know squat about C++ so no forking in the near future, or custom plugins nor complex games...
but the wide use of the engine will help when looking for helping hand in the future for sure
I get you, don't worry I don't know squat either lmao, just thinking more on why big studios have moved over to it! Along with that makes it widely used for our benefits
baby steps 👍well get there eventually
with all the features UE offers, im more surprised more studios dont use it
Brilliant 😊
Thank you!
With the drama that's happened with godot I ve been in a process of changing engines
That's fair, I try to stay away from all drama
@@auesip but it's going to take time to go from gdscript to rust with bevy
Pathetic
If you're going to change engine, make sure it's for the right reasons. Drama is easily ignored. I never encountered any of this myself, so it seems to have been relegated to a few very vocal individuals on Twitter and some heated exchanges. Every single engine has had it's fair share of drama, it's just that some are easier to tolerate than others.
Unity has permanently lost my trust, and I'll never be returning to the platform. They've consistently demonstrated they only care about how much they can milk from users rather than making a good product.
Did the same thing recently. Haven't had much time with my project so I've only done barebones UE stuff but I just wish the UI experience was more friendly. It's a nightmare compared to Godot imo.
I have to agree with this, the UI is so so so overwhelming but, I promise once you stick it out it'll flow, being able to create so much just in engine is awesome!
I am using the same environment as in thumbnail for my Game 😃😃
It's a really nice environment to use for prototyping medieval styled games! I have altered the materials colours in the current version, and down the line Ill work on my own models. What game are you working on btw?
Bro one game sample which you show where the screen rotated is it unreal or godot engine.
Is it using any transformation matrix?
Please to also say why unreal is best for the long run?
The rotation game is in unreal, but a long time ago I had a 2D prototype of the concept in godot! In the long run Unreal is the best.. for me, maybe not the same for others but to have a nice bulked up portfolio it will benefit me having it related to unreal for future job opportunities
Unreal will look better on a portfolio than Godot, since more companies use Unreal and it uses C++ as it's scripting language, which companies prefer
Precicely!
Your prototype looks interesting but for something that's supposed to be a racing game as you described it doesn't feel like it's an accurate description. Kind of feels more like a time attack title, it doesn't give off the vibe that you need to be faster than other players. The timer however gives off the vibe that you have to meet an objective of sorts before the timer expires however. The mechanic of the rotating level though I think is an amazing idea but I feel something like that could truly shine if you used it for making a Metroid Vania style game. If you want to continue it in the direction of a racing game I feel you need to space out obstacles in accordance to the speed the character can move and add features to allow variable speeds based on momentum the character gains as they avoid obstacles. As it stand it feels too slow and doesn't a sense of speed plus the obstacles and level design gives is a claustrophobic vibe which doesn't portray to the player that you gotta go fast imo. I know its a prototype but these are my opinions based on the clips you've shown, it looks like it has a lot of potential however.
So both the Rotation game and Racing game are two different prototypes I came up with in class. The racing game was a prototype a group and I designed & the rotation game aka Scalar Trajectory was one that I have come up with and is what I plan on doing for my final project. I will be covering both of them in separate videos in the coming weeks alongside some work on some small game ideas that tie into some of my other assignments :D. Fun fact also, a metroid vania style game is something I have planned down the line but it will be something I want to dedicate time to, the idea I concepted a while ago and built a version of it before I really knew how to code!
I'm pretty sure you're talking about 2 different games as if they're the same.
@@auesip maybe I heard wrong then but I thought in your video you stated you were showing off your prototype racing game but the game you showed appeared to not be a racing game. Because of this I shared my opinion assuming the game shown was intended to be the racing game.
@@raventhorX You alright dont worry, Your points even if mistaken between them are still valid points that I will have to keep in mind if I was to make the racing game :D
I cant speak for Godot but I switched from Unity to Unreal like 4-5 years ago and never looked back!
Why i will never do the same. Unreal is just unecessary packed with stuff by default. Takes ages even on a beast of a PC to open up. Seems unoptimized for an engine. So the outcome from it might be optimized if you know what you are doing. But the software it self that you work in is poorly optimized for what the usecase of it is.
Last but definitely not least. Anything that is opensource is better than the counterpart that isn't. OpenSource is always the way to go. Everything has a learning curve. But spending so much time on learning something that is closed and can change at any time or moment is to me way to big a risk to take if you are serious passionated about what you are doing.
Unreal engine might be a good concept. But the execution of it and the accessability is your typical corporation style delivery.
I say. Stick to godot and create greatness from what you have. Instead of expecting greatness to come with overpowered tools that constantly breaks anyways.
Use Gameplay Ability System for Multiplayer
That's the plan later down the line but first I got to learn C++
I applaud that decision because I feel like Unreal is the best engine from a technical and licensing standpoint and they've remained largely politics free. It's also a good choice if you want to work for a major studio, but I would advise against striving for such a goal. Not because it's unattainable, since it totally is attainable, but because if you've never worked for a major studio you may find that you don't like the stringent workflow and corporatism of such an environment. You might also dislike the direction a game goes in if you're not the designer. I would suggest doing at least one project completely on your own or with a small team of friends and strive for a completed product that you sell before you consider any major studio.
The good news is, my game DwarVein is the complete product I built myself and released! So I understand the effort that goes in, and I feel even if I may not love the studio experience, I need to have some form of experience in such a situation to garner a greater understanding of how a team works :D. And I also do agree from a technical standpoint unreal is a brilliant choice and a good choice for myself!
Congratulations i did the same not to long ago
Have you considered Unity Engine? If yes, why did you choose Unreal over Unity?
With Unity you
- would get back your ability to develop with your laptop (I am guessing because I don't know how good your laptop is)
- would be able to use C# as a scripting language (if C++ scares/exhausts you and Blueprint-Spaghetti annoyes/confuses you)
- wouldn't be bogged down as much to develop certain kind of games (I have heared Unreal lends itself well to develop certain kind of games with, while Unity is said to be more open to develop all kind of games with)
I don't have experience with Unity or Unreal, I just mentioned things I have heard. I am curious what you think about "Unreal vs Unity".
So to answer this question, in the very beginning I used unity, but it never really clicked with me. This is where I began using Godot as an alternative but now as I have moved into college where were using unreal and looking for a job, unreal is the safest bet for attaining this. My laptop is a work laptop with no gpu so any form of game engine is really out of consideration minus Godot for it. I considered learning C# but I have settled on learning C++ over next summer while understanding unreal in depth. The core reasons I chose unreal is it's my safest choice in the long run, gaining experience and being taken more into consideration during job interviews. I know unity is really good and maybe down the line I'll look back into using it a bit, but currently I have no plans. Both Unity and Unreal have their benefits, Unity for versatility and 2D especially whereas unreal has alot of functionality and latest features which are becoming industry standard as time goes on. In the end, if someone was to choose an engine it truly doesn't matter, but when I look into my benefits for using Unreal, it'll pan out better a few years down the line for me. I hope that answers your question :D
@@auesip Thank you for your great and detailed answer. I have heard that many game studios are switching to Unreal and one advantage for the studios is that you can hire talent (and outsource) more easily, because C++ and Unreal know-how is a more prevalent skillset in the (world wide) market. I think this could play into your hand.
Unity is a trash engine. I have to work with it at work and I feel miserable. It is just the slowest out of 3
Never learn unity if you:
want to make games on your own or with a little team
want to make a simple games, like mobile projects or 2D, for that godot is just enough
want to make unique games, not asset flips
value your time. Unity can make you wait with sudden loading bars while you scrolling the inspector properties. Playtesting in unity is pain. We wait 5 to 10 seconds every time we hit play. Yes we have like 10 GBs of assets in those projects, but our Unreal teams have up to 100 gigs of stuff and playtesting runs instantly. I despise Unity for all the time it made me wait. Also keep in mind, that Unreal is made by people that also make games, while Unity is initially made by students with some shitty code that's even now shows its ugly head via all that performance issues. Also the Unity company is ruled by investors that doesn't care about games.
I would like to learn Unreal, but my computer can't handle it...
This is the biggest downside, it requires a decently beefy pc to run
It's sad that all of my friends on college uses Godot because their laptops are too potato to run Unreal, instead of the benefits of Godot's open source and all sort of stuff. Like really, if they could use Unreal, they'll use it immediately.
My laptop is literally can only run godot in compatibility mode,and when i tried mobile mode the godot is crash
Biggest flaw I found is compatibility mode is also limiting as it prevents new lighting features and expanding game ideas.
Unreal when usable is incredible, but to begin on a lower end device, godot is the best choice. Hopefully from there, people get a chance to expand :D
The only benefit of open-source is the direct work with the code. If you work on high-level (through editor and scripting), there's no sense to point that engine is "open-source". Because, well, you don't use the sources at all!
In a few months, "I changed from Unreal to Godot, here's why".
What if.... I changed from Godot to unreal to unity
that is a fair reason for switching.
godot is getting some adoption by companies, unrailed 2 just released and slay the spire 2 is also being developed. but unreal will continue to be used by AAA companies because of its next gen graphics and miscellaneous gimmicks.
man, im with you, glad you started using a real game engine!
Its been awesome to use so far!
God ot is unpleased with your heresy
👀👀
Godot is more programmer friendly.
Unreal is more artist friendly
But as I’ve seen in game jams, programming skills are much more important. You can make a good game with just basic polygons. If he’s making a game on his own, it’s better to use an engine that allows him to implement his ideas easily rather than focusing on beautiful graphics.
@@danylbekhoucha6180 You can make in Unreal many games easier than in Godot, just use one of the scene templates that comes with the engine.
For example the third person template will save you days or even weeks of work, because it comes with basic movement (running, jumping, etc), physics and much more.
That makes Unreal the winner, the only problem is that you need a decent computer that can run the engine.
I love unreal, good luck to you
Heretic
👀
After witnessing the woke meltdown of Godot, I would never have even started until they can learn to not Create Drama. A game engine should not take sides in politics or cultural issues.
Not taking sides means taking sides and you know which side I'm talking about. That's not how it should work but that's how it works. Don't blame me. That's the times we are living.
What happened? How are they woke? And is it all of them or just one person?
@@jethdaflip7741 Someone on Twitter said that "only woke studios use game engines". Then Godot effectively said, that's fine even if it were true, we don't discriminate. And then people lost their minds.
It was a whole lot of nothing and nobody cares about it anymore.
@@lout160thats not really what happened, stop lying
1. Some trolls said only woke studios use game engines
2. The amateur godot social admin fed the troll by giving their own political opinions through the official godot account (they have been doing so for quitr some time on discord as well)
3. People said Godot should refrain from involving politics and stop feeding the trolls
4. Godot admin had a meltdown and started banning them. They then starting banning anyone who had something in their bio or non Godot related posts that the Godot admin didnt politically agree with.
5. They even started banning people on Github for such reasons.
Its not a lot of nothing, banning people on Github for their private political beliefs is authoritarian and destroys the entire notion of the FOSS nature of the project. This has been happening for years now at this point. Stop trying to sweep it under the rug for PR reasons. It needs to be addressed.
@@lout160yeah that’s not what they said. And it didn’t end there either.
ok
Maybe real gameplay from retro games like international karate + Commodore Amiga, Micro Mages new 40kb real snes game made a few years ago only 40kb or space.
Oh interesting!
I'am a real old gamer playing spectrum zx games, c64, Amiga, snes, neo geo, arcade, PSX, ps2,3,4,5 Xbox 360 enz i really like to talk about retro games and making good GFX and gameplay. Iam 3d designer for years so maybe collab ? And low base, want no money pure passion let me know ? So let me know what you thinking about a good chat and make a good combination, let me know because i like you passion and style 👍🏼
holy shit all these errors D:
Errors, errors everywhere 💀
@@auesip Do you know how to fix those? There were many nullptr errors after this generating thingy, the worst that could happen :/
@@swrcPATCH I know the error occurs due to a gap in the array, its looking for something that's already been cleared, so to fix it I just have to change the order of processes slightly and it should fix! :D
@@auesip okay good, nice to hear that.
@@swrcPATCH it was a strange error too, as technically it didn't break anything in an exported build. In fact it was around a 1 in 50 chance of happening in engine.
make a game like skyrim
Guess I'll have to, what specifically
In my opinion judging off the games you enjoy making it doesn't make sense that you switched to unreal. I use both engines and I'm pretty positive all those games are more easily made in Godot, and made quicker. I do think unreal is the superior game engine as long as high quality graphics are your main concern and you only make certain types of games. If you aren't making something like an fps with high quality realistic graphics switching from godot is just you fighting yourself. With that being said lol this is just my opinion, I understand that everyone does things their own way and it's definitely possible you somehow can create any of your game ideas more efficiently with unreal. From my experiences with unreal and Godot though i just can't see it lol.
Yes you would be correct that in Godot you can quickly make these games, but thats not the reason I switched, I switched because In the end over here building my portfolio in Unreal as I learn C++ and study this engine in college seems to be the most beneficial route. I still use Godot in the background and can pick it up right away, but so far after getting used to unreal I cannot deny it has alot of good stuff within. Though my games are simple in style, that's more of the time limitation I have between assignments & projects, down the line I'll be able to dedicate more time to make greater things
He said he switched for portfolio reasons, not because it's a better engine for the games he wants. His reason makes total sense
After unreal engine bumps up its fee's from having a monopoly on the game engine market you'll quickly come to unity though. They provide a product not charity service. You dont need these kinds of graphics for indie unless youre planning to get a job at a company
Well that's the thing, I am planning to have the knowledge to allow me to get a job at a studio if possible by the time I am out of college, I will for sure learn unity down the line as well so I have a portfolio across all core engines at some point but for my college years I'm going to stick with unreal.
"You don't need these kind of graphics for indie". Why? Indies can have any graphics style or fidelity level they want
@@canjiica I agree with this, indies come in all styles!
make games. don't switch engines. its just waste of time. Unreal Engine is good choice but use Unreal 4 for Indie games. if you are using ue5 then make graphics more appealing to your game's players.
Oh boy. Silky smooth 60 fps with nanite... Yeah right... If your scene is not open world. Sure. But Nanite foliage is a destroyer of performance. And it doesnt scale well, unlike epic devs say. Its not fixed cost at all. And there is a lot of drawbacks. Same thing with lumen. These technologies are good for closed games like silent hill, or coridor horrors.
I have had the opposite affect on higher end devices, mid range for sure nanite will lower performance but if you are above a baseline requirement for the technology it turns out it improves performance rather than lower it. Of course most consumer grade hardware doesn't meet that baseline yet however down the line maybe. I will still keep in mind alternative methods based on target users
@@auesip my 4060 cant handle nanite in most cases. And 4060 is the entry level high end GPU. You cant say its mid range :D
I have not tried dlss 3.5 + FG + Nanite so maaaaaaaybeee there is a way of making it work. But if you look on steam stats iirc most people are on rx580 level gpus. So what I decided to do is not make my game with lumen and nanite at its core. I could, but It would cut the time I can spend on non-nanite/lumen version of visuals.
Completely valid points, it's why even myself I tend to turn off all of the features and work around what an average consumer has available to use
Mergen'den dünyaya.. Selamlar ❤