#Gravity Shift Prototype in UE5

14 messages · Page 1 of 1 (latest)

sullen dew
quaint wind
#

Hey xino! Looks great!

How long did it take you and what did you take away from this

sullen dew
#

Hey joel!

#

I only spent around 6-8 hours per week for around 3 months. It was a nice learning experience getting used to Unreal.

#

I started first with pure blueprints to just get to know Unreal's API. After I got it working on a basic level then I started the process to port it to C++

#

I think a lot of the devtime was spent on the porting 😂 but I learned a lot!

#

Input systems, getting to understand Unreal's character controller and how to extend it as well as using Timelines for applying logic overtime.

#

But I think the most important thing was understanding the dynamic between when to use C++ vs Blueprints. Both have their strengths and weaknesses. I think the best approach is to always use a mix of the two. Of course the % of C++ vs Blueprints will depend on the project

#

Blueprints are really fast to prototype and good for working with designers but are very prone to turning into spaghetti code. Specially when you have to use a bit of math (like calculating rotation and directions for the player when planted on a wall)... so C++ can be useful for more complex logic but is a bit slower for testing.

fair spruce
#

Looks excellent! I loved gravity rush!

sullen dew
kindred juniper
#

The levitating/falling animation reminds me of Control, was that intentional? It looks cool, congrats!

sullen dew
#

It's actually from a game called Gravity Rush tough I can see the similarity with Control as well haha