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What is Unreal Engine game development?
I plan to create games in the future, now I'm trying to understand and explore what and how (in order to decide what needs to be mastered and studied, what kind of like-minded people to look for, etc.). The process of creating a game is not completely clear to me, and I would like to know what it consists of.
What are the stages of game creation? Can you describe them? Where does it all start and where does it end? What pitfalls can await?
I understand that the creation of games is quite a wide area, and development for different platforms (and different games) may differ. But I would like to hear at least general points in order to know what to build on and what to strive for.
Initially, I focus on the development of computer games, with subsequent placement on Steam. As an engine, I chose UE, it seems to me more comfortable (the engine itself and the company's policy), and as a programming language I'm learning C ++ (which is just used in UE). Perhaps initially I will create games for mobile devices in order to get used to UE and development in general. (Although for mobile games it’s certainly better to use Unity, but I don’t see the point in using it if I still use UE in the future)
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0. Writing a design document. If you cannot accurately and in detail write what the game is like, what mechanics are used, the setting, etc., then it is not recommended to start development.
1. Pre-alpha/Prototype. The stage at which the "skeleton" of the game is stuffed, with a minimum of content. You can successfully finish on it if you understand that you cannot implement certain ideas of the development document or the game does not meet your expectations.
In UE4, this is a stage consisting of writing code for 90% (even if you are developing on blueprints, sooner or later you will want to leave for clean code, especially since you can make interfaces for them from there for the convenience of testing and the humanities).
2. Alpha. Playable-bugged something that implements all the basic mechanics. At this stage, usually the main focus in development is on the basic balance, content filling and BUGS. Here all the possibilities are fully used: from models and animation to active work with the debugger and logs.
3. Beta. All gameplay is available, the content is 95% ready. Bugs are everything.
4. Release. The birth of the product.
5. Post-release. BUGS, dissatisfied users, calls for riots. You might want to do additional content.
About mobile development: advantages of ue4: full control over the code, the best editor in the universe, variable performance and greater technical capabilities, disadvantages: higher entry threshold, longer and more difficult development, no out-of-the-box support for many convenient features like AdMob and achievements on the platform .
Write your own TK. If in a month or less you managed to assemble a prototype of the game with most of the features from the TK (usually the main idea of the game, its highlight), then continue development. You will understand what topics you need to pull up and study.
Trying to do something right away for mobile phones is a very bad option. it is much more difficult.
UE4 or any other engine in conjunction with C ++ is generally an erroneous option, 95% that you will score on it very quickly. It's better to start with some FPS\RPG\GAME Maker or a bunch of other engines that are more focused on the visual part and the simplest languages like BASIC, there is also a good "Kodu Games Lab" from MS.
C ++ is a language that is studied for several years, then for 5 years they fill bumps in projects on their knees that they sold to friends and a couple more years of work surrounded by professionals. The entry threshold for the correct writing of code in this language is very high, it is better not to bother with it and immediately learn Java \ C # \ Swift, because. they are much easier to understand and are very similar to each other.
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