#Gravity Shift Prototype in UE5
14 messages · Page 1 of 1 (latest)
Hey xino! Looks great!
How long did it take you and what did you take away from this
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.
Looks excellent! I loved gravity rush!
thx! I loved it as well! I can see why it became a cult classic :3
The levitating/falling animation reminds me of Control, was that intentional? It looks cool, congrats!
It's actually from a game called Gravity Rush tough I can see the similarity with Control as well haha