whatever you do, use any cloud storage for your project. I keep ALL of them on Dropbox. If money is an issue then 15GB can still fit a decent game. No hardware failure is stopping progression then.
GitHub is free for some reason (as long as no individual file exceeds 100MB, at which point you will need to use LFS), I can just push it all even to a private repo
Unreal doesn't actually need to be a hardware heavy engine to make games in Did you try capping the fps editor to 30? (UE likes to cap it at 120fps in editor) Set editor lighting to unlit when detailed lighting isn't needed? Turn off lumen (use other lighting methods), use TAA and shadow maps (instead of virtual shadow maps)? Give your models good LODs? (nanite isnt needed for most games that dont use lumen) If all that doesn't work you can also lower the editors screen resolution %
Yeah, I could've possibly done all that, but the thing is that don't want to risk it since I need my laptop for my classes and other things too. I also don't want to loose on my graphics quality because of unreal.
if you want progress, and for your own inspiration. don't work the world. spending a month or 2 on art, then going into code and gameloops after, which often end up altering the game world anyways, and in some cases can be really dramatic. means the month or 2 you spend on setting up a pretty lil world, goes to complete waste, and is very deheartening. pin out like a 100x 100 meter area, that contains the main features of your game. and build those. build a small area for combat, build a pond for fishing, etc. greybox it. when you do that, then all a sudden your games progress is moving at lightning speeds. it inspires you to push harder and keep going.
probably a good choice long term, unreals main factor is the graphics which is alright but unity holds up more on other factors mainly being easy to use
Although Unity doesn't have an official character controller like Unreal, it does have a character controller component and an official Unity 3rd and 1st person projects you can import and use for free made by Unity itself. I don't remember where but a simple search should help you. 😄
I don't want to be that guy...but do you not use source control? If you don't get on with git, you could use Perforce which is what I use - bit of a nightmare to setup but amazing once it is working. I used the tutorial by Matthew Ventures to setup the EC2 instance on AWS, great tutorial. Took me like 2 days to get everything working and to watch and understand the perforce tutorials etc but now I love it. There is also Unity Source Control - it was called SCM plastic previously I think - not heard the best about it but could be a viable option. Anyway, I think it really is worth investing time in getting a solid source control solution working. Hope I don't sound to preachy!!
I do use source control, I didn’t say I didn’t lost anything. What I meant here is that I can’t keep using unreal since it’s overheating my laptop to a point where I can’t use my laptops screen whenever I use unreal
@@RandomIndieDevoh ok, I only mentioned it because at the start of the video you said you lost most of your progress due to your laptop breaking. I guess I misunderstood what you meant.
RUclips, I went from Noob to knowing just about everything from RUclips. Pick an Engine and stick to it. I learned Unity cause C# was easy for me. Blueprints in Unreal might be better if you don't know. Learn Blender for 3D modeling, texturing, UV mapping, rigging and so much more. If you don't want to spend too much time learning how to do those things too much, spending money on Add-ons will speed up the process. If you're going for sculpting, look into Zbrush, Maya does certain things better than Blender but it costs. Houdini does asset creation and proceduralism much better than anything out there but it's got a steep learning curve and costs an arm and a leg. Don't think that tutorials are fully fledged games. There's so much that goes into it. Your first game will always be garbage, think of it as a journey for you to learn. I suck at 3D modeling and art so it's difficult for me to make anything look good. But don't give up, there's always a way around it
Follow some tutorials when it comes to code. If u don’t understand something just look it up. The internet is your best friend whenever it comes to code.
While Unity is an awesome choice for most game devs who are looking for a good all purpose engine for 3D development (2D as well but you have a lot more options out there). We can't deny some of the grips people have with the engines and changes they make for no reason. They've removed the NAV mesh agent in one of the last updates which used to come as a default with the engine for no apparent reason. I would be more forgiving if they removed it in order to speed up the engine but that I haven't seen much improvement in that area. It just shows that because Unity essentially have a monopoly on a simple 3d game development tool which no much decent competitors besides Unreal, they feel as if they can literally do what they want due to the lack of decent options out there. Godot is not the best alternative out there either. In an ideal world, they would open source the engine and package up all their tools on github and allow everyone to make a build of their own custom engine in a modular way - to remove their bloat. I think we should move on from the days of a monolithic software enterprise that can decide what is "legacy" and should be deprecated without the approval of their power-users.
In the ideal world I would keep working on unreal engine but I can’t rn and I can’t keep putting this project. Maybe my next big project will be on it but as for now I’ll have to do with the resources I got
@@RandomIndieDev pls by all means use Unity. I'm just ranting at this point, it's actually the best option for me as well due but i have even lower technical specs. Your issues are quite unique. I'm open to other engines as well and will perhaps try out Godot in C# eventually while I develop my latest project. That might contradict my earlier comment but I'm sure anyone who's used other engines beside unity would understand. Lots to love but always looking for a chance to learn another toolm Gonna sub and will follow your devlogs. Best of luck with your game dev journey man!
Unless you didn't know, Unity is now moving towards a more modular approach. If you need feature x, all you have to do is install it from the package manager. I don't use NavMeshAgents, but do require NavMesh for one of my games, where I've implemented my own custom collision avoidance. This is where the package manager shines
@Th3-Mast3rmind that could be because you're developing on an older version of unity. If you take a closer look the Mav Mesh component isn't included by default anymore and they simply direct to their github to get it now.
An asus rog g15. With a ryzen 9 6900hx and a rtx 3080. The issue here is that my laptop overheats to much and fries the integrated graphics card. Because of that my screen goes black
@@RandomIndieDev that should work great with unreal i use a 2070 son my desktop and a 4070 on my laptop and have 0 heating issues except when i forget to put my laptop in performance mode. i did see someone else with a similar problem on the unreal reddit where for some reason their Desktop was overheating because nvidia was interfering with the sensor causing the entire computer to heat up. I'm not trying to change your decision just trying to help someone find a solution to a problem being without your laptop for any amount of time this day in age is horrible.
I mean, unity has the best documentation ever than unreal . well atleast vs c++ docs of unreal. (I hate blueprints btw cuz I can't read it mostly, am not used in visual scripting lol)
I mean, no one ever develops games in Unreal 5, thats just the basics of researching engines for indie game dev, it's always Unreal 4 because it's more optimized, of course...
So basically what you are saying is that Unreal Engine is extremely oprimized and can squeeze everything out of the hardware possible. And because of this and the fact that your laptop's fan is probably not cleaned it overheated. And the 'fix' that you have is to switch to a less effective graphics engine that cannot push your hardware as hard? As a side note, software will never be able to push your hardware beyond it's limits, it's just not possible, unless there is a fault in the hardware (like a fan with a dry bearing or a dirty filter)
@@StevenWooding you seemed to have gotten the wrong idea. I clean my fans every 2 months. So the “dirty fans” you’re talking about are non existent. And if it’s so bad to switch engines just so you can keep working on your project then I guess I’m just a bad dev
I'm switching from Unity to DirectX cause man, why do these engines have to be so weird? I've found DirectX to be really refreshing -- just a lot to learn, but it's all documented in great books. Good luck man!
Just a question going to DirectX instead of will limit you to windows I am not an expert and I do want to build my own engine should I go with openly or vulkan or direct x Wich one has a more fun api
@@curtis1397 no I know that I just want to know should I go with DirectX or vulkan I know vulkan is cross platform but Wich one have a more fun to use and good api
@ourabig If you think there is even a remote possibility that your platform will change, or you might want to do cross platform eventually, I suggest Vulkan. I don't even use DirectX in Unity anymore.
No, I’m making games with an rtx 3080 and a rozen 9. But unreal is putting my laptop on so much pressure that the integrated graphics from my cpu gets fried
@@Cluxiu I hate to say it. And burst your Bubble But it is true that Godot does not have any support for 3D features. I would not Choose Godot for all the Tea in China. Any how what are you making in Godot is it a 3d Game? I am making a Game In Unity that is 3D Called Stellari Draconis. I just Love Unity is a Great Game Engine for Both 3d and 2d. But in 3d it Shines when it Comes to 3d Games. Love the Game Engine.
@@Cluxiuhe’s not saying that it’s crap. He’s saying that when it comes to 3D it is since it doesn’t have that many 3D features and I do have to give him a point
@@RandomIndieDev It gets better with practice. I think it's important that we consider the political ramifications of the tools we choose (and thereby support) as developers. Full respect to your decision, but I hope you will switch to an open source alternative in the future, even if it's a little tougher to master. Happy development!
You can from now on expect devlogs ones every 2-4 weeks. Sorry for going radio silent for so long
No problem man. Take your time, don't feel too pressured
Because you are so random,jk
unreal better
I am excited to see you project soon
the music at the end is the official music for the game made by Allure.
Let me know if you never Metal / Rock game music.
I'd love to help another Indie Dev!
the "I mean two days" was so relatable LOL
😂😂
Welcome back King🫡
Man.. Its soo crazy how fast time goes by
Frrrr bro
whatever you do, use any cloud storage for your project. I keep ALL of them on Dropbox. If money is an issue then 15GB can still fit a decent game. No hardware failure is stopping progression then.
I have it on onedrive so no worries
GitHub is free for some reason (as long as no individual file exceeds 100MB, at which point you will need to use LFS), I can just push it all even to a private repo
Unreal doesn't actually need to be a hardware heavy engine to make games in
Did you try capping the fps editor to 30? (UE likes to cap it at 120fps in editor)
Set editor lighting to unlit when detailed lighting isn't needed?
Turn off lumen (use other lighting methods), use TAA and shadow maps (instead of virtual shadow maps)?
Give your models good LODs? (nanite isnt needed for most games that dont use lumen)
If all that doesn't work you can also lower the editors screen resolution %
Yeah, I could've possibly done all that, but the thing is that don't want to risk it since I need my laptop for my classes and other things too. I also don't want to loose on my graphics quality because of unreal.
It was a long wait bro
welcome back
Sorry for the wait!
Thats cool to hear! If you need any help with any unity things id be happy to help :)
Yay youre back
Yessir
Finally u re back :)🙌
if you want progress, and for your own inspiration. don't work the world. spending a month or 2 on art, then going into code and gameloops after, which often end up altering the game world anyways, and in some cases can be really dramatic. means the month or 2 you spend on setting up a pretty lil world, goes to complete waste, and is very deheartening. pin out like a 100x 100 meter area, that contains the main features of your game. and build those. build a small area for combat, build a pond for fishing, etc. greybox it. when you do that, then all a sudden your games progress is moving at lightning speeds. it inspires you to push harder and keep going.
I thought I was crazy, when I thought my PC became slower and started making noises because of Unreal. Glad to know I'm not alone 😭
it's sad but what can we do
W exited to see this!
probably a good choice long term, unreals main factor is the graphics which is alright but unity holds up more on other factors mainly being easy to use
HESSS BACKKK💪🔥
Although Unity doesn't have an official character controller like Unreal, it does have a character controller component and an official Unity 3rd and 1st person projects you can import and use for free made by Unity itself.
I don't remember where but a simple search should help you. 😄
Good luck!
Thanks!
Well I am pretty excited for this .🔥🔥
A new unity dev =3
ayyy he is back!
Yessirrr
the king is finally back!!!
Finally remembered my password 😅
I like you friend, subbed :)
Good choice! I tried unreal briefly but found Unity much easier and more convenient. Can't wait to see what you come up with.
Personally I prefer unreal much more
what laptop are you using? acer predator helios 300?
Asus rog g15 with an rtx 3080 and a ryzen 9 6900hx
I don't want to be that guy...but do you not use source control? If you don't get on with git, you could use Perforce which is what I use - bit of a nightmare to setup but amazing once it is working. I used the tutorial by Matthew Ventures to setup the EC2 instance on AWS, great tutorial. Took me like 2 days to get everything working and to watch and understand the perforce tutorials etc but now I love it. There is also Unity Source Control - it was called SCM plastic previously I think - not heard the best about it but could be a viable option. Anyway, I think it really is worth investing time in getting a solid source control solution working. Hope I don't sound to preachy!!
I do use source control, I didn’t say I didn’t lost anything. What I meant here is that I can’t keep using unreal since it’s overheating my laptop to a point where I can’t use my laptops screen whenever I use unreal
@@RandomIndieDevoh ok, I only mentioned it because at the start of the video you said you lost most of your progress due to your laptop breaking. I guess I misunderstood what you meant.
Do you have any recommendations to where to start learning game development and modeling
RUclips, I went from Noob to knowing just about everything from RUclips. Pick an Engine and stick to it. I learned Unity cause C# was easy for me. Blueprints in Unreal might be better if you don't know. Learn Blender for 3D modeling, texturing, UV mapping, rigging and so much more. If you don't want to spend too much time learning how to do those things too much, spending money on Add-ons will speed up the process. If you're going for sculpting, look into Zbrush, Maya does certain things better than Blender but it costs. Houdini does asset creation and proceduralism much better than anything out there but it's got a steep learning curve and costs an arm and a leg. Don't think that tutorials are fully fledged games. There's so much that goes into it. Your first game will always be garbage, think of it as a journey for you to learn. I suck at 3D modeling and art so it's difficult for me to make anything look good. But don't give up, there's always a way around it
Follow some tutorials when it comes to code. If u don’t understand something just look it up. The internet is your best friend whenever it comes to code.
While Unity is an awesome choice for most game devs who are looking for a good all purpose engine for 3D development (2D as well but you have a lot more options out there). We can't deny some of the grips people have with the engines and changes they make for no reason.
They've removed the NAV mesh agent in one of the last updates which used to come as a default with the engine for no apparent reason. I would be more forgiving if they removed it in order to speed up the engine but that I haven't seen much improvement in that area. It just shows that because Unity essentially have a monopoly on a simple 3d game development tool which no much decent competitors besides Unreal, they feel as if they can literally do what they want due to the lack of decent options out there.
Godot is not the best alternative out there either. In an ideal world, they would open source the engine and package up all their tools on github and allow everyone to make a build of their own custom engine in a modular way - to remove their bloat. I think we should move on from the days of a monolithic software enterprise that can decide what is "legacy" and should be deprecated without the approval of their power-users.
In the ideal world I would keep working on unreal engine but I can’t rn and I can’t keep putting this project. Maybe my next big project will be on it but as for now I’ll have to do with the resources I got
@@RandomIndieDev pls by all means use Unity. I'm just ranting at this point, it's actually the best option for me as well due but i have even lower technical specs. Your issues are quite unique. I'm open to other engines as well and will perhaps try out Godot in C# eventually while I develop my latest project. That might contradict my earlier comment but I'm sure anyone who's used other engines beside unity would understand. Lots to love but always looking for a chance to learn another toolm Gonna sub and will follow your devlogs. Best of luck with your game dev journey man!
Huh? NavMesh is still in Unity. They didn't remove anything
Unless you didn't know, Unity is now moving towards a more modular approach. If you need feature x, all you have to do is install it from the package manager. I don't use NavMeshAgents, but do require NavMesh for one of my games, where I've implemented my own custom collision avoidance. This is where the package manager shines
@Th3-Mast3rmind that could be because you're developing on an older version of unity. If you take a closer look the Mav Mesh component isn't included by default anymore and they simply direct to their github to get it now.
great decision. welcome back to the better world.
I do miss unreal tho 😅
Also i dont want to be that guy but 1 what type of laptop are you using
2 you didnt turn unreal off of its default max settings?
An asus rog g15. With a ryzen 9 6900hx and a rtx 3080. The issue here is that my laptop overheats to much and fries the integrated graphics card. Because of that my screen goes black
@@RandomIndieDev that should work great with unreal i use a 2070 son my desktop and a 4070 on my laptop and have 0 heating issues except when i forget to put my laptop in performance mode.
i did see someone else with a similar problem on the unreal reddit where for some reason their Desktop was overheating because nvidia was interfering with the sensor causing the entire computer to heat up.
I'm not trying to change your decision just trying to help someone find a solution to a problem being without your laptop for any amount of time this day in age is horrible.
You kept your code on your computer?? 😮
No no I had in on a cloud
wellcome to Unity side of the force, bro!
May the force be with us!
bro's shoulders 🥶
Wdym?
@@RandomIndieDev not only shoulder bro u look like you workout and go to gym every day 💪
The goat
I mean, unity has the best documentation ever than unreal . well atleast vs c++ docs of unreal. (I hate blueprints btw cuz I can't read it mostly, am not used in visual scripting lol)
Wish you luck on your game dev journey (unity is the best)
Thanksss!
We have starter packages in unity, u who ever u r
?
Unity's Mechanim Animator sucks though.
Try making a fighting game with that and manually plug all your combat animations there. Unity sucks at this.
c:
Godot 3d is the exact same like 2d dont worry its the same concept and the codes but just with new dimension 1:21
Mine
Yesss
I mean, no one ever develops games in Unreal 5, thats just the basics of researching engines for indie game dev, it's always Unreal 4 because it's more optimized, of course...
So basically what you are saying is that Unreal Engine is extremely oprimized and can squeeze everything out of the hardware possible. And because of this and the fact that your laptop's fan is probably not cleaned it overheated. And the 'fix' that you have is to switch to a less effective graphics engine that cannot push your hardware as hard?
As a side note, software will never be able to push your hardware beyond it's limits, it's just not possible, unless there is a fault in the hardware (like a fan with a dry bearing or a dirty filter)
@@StevenWooding you seemed to have gotten the wrong idea. I clean my fans every 2 months. So the “dirty fans” you’re talking about are non existent. And if it’s so bad to switch engines just so you can keep working on your project then I guess I’m just a bad dev
Unity licensing model is bad , think about for a minute.
I'm switching from Unity to DirectX cause man, why do these engines have to be so weird? I've found DirectX to be really refreshing -- just a lot to learn, but it's all documented in great books.
Good luck man!
Just a question going to DirectX instead of will limit you to windows I am not an expert and I do want to build my own engine should I go with openly or vulkan or direct x Wich one has a more fun api
Unity is a game engine, DirectX is a graphics API. Unity uses DirectX and other graphics APIs
@@curtis1397 no I know that I just want to know should I go with DirectX or vulkan I know vulkan is cross platform but Wich one have a more fun to use and good api
@ourabig If you think there is even a remote possibility that your platform will change, or you might want to do cross platform eventually, I suggest Vulkan. I don't even use DirectX in Unity anymore.
That’s very intresting, excited to see what u make!
Your developing games with an integrated GPU....? Got bad news for you. Switching engines isn't gonna help.
No, I’m making games with an rtx 3080 and a rozen 9. But unreal is putting my laptop on so much pressure that the integrated graphics from my cpu gets fried
Otherwise I wouldn’t even be able to open a project
Ohh that makes more sense.
Godot is crap and doesn't have enough 3d features like unity
if you think godot is crap you are out of your mind.
@@Cluxiu I hate to say it. And burst your Bubble But it is true that Godot does not have any support for 3D features. I would not Choose Godot for all the Tea in China. Any how what are you making in Godot is it a 3d Game? I am making a Game In Unity that is 3D Called Stellari Draconis. I just Love Unity is a Great Game Engine for Both 3d and 2d. But in 3d it Shines when it Comes to 3d Games. Love the Game Engine.
@@hiltonvarian3352 Sure, look up a game called Road to vostok.
UE4 FTW 😂.
Anyway, Road to Vostok is made in Godot (switched from Unity), so all 3D Tools should be there right? And it looks great.
@@Cluxiuhe’s not saying that it’s crap. He’s saying that when it comes to 3D it is since it doesn’t have that many 3D features and I do have to give him a point
Or, you could punish Unity for their anti-developer policy decisions and switch to Godot (where you can also use C#)?
I’m not a big fan of godot when it comes to 3d
@@RandomIndieDev It gets better with practice. I think it's important that we consider the political ramifications of the tools we choose (and thereby support) as developers. Full respect to your decision, but I hope you will switch to an open source alternative in the future, even if it's a little tougher to master. Happy development!