- Dec 1, 2018
- 2,169
- 2,089
I get people are upset, but I'm going to be honest with you here. This project is NOT a simple project, and many of you have no idea what's required. I'll list out some simple facts, and provide some insight into these factors to help explain what's going on.
- The game that's being developed is open world.
What this means, is that maps need to be developed. Not one, plural, and they need to smoothly transition from one map to another. Every thing you see in a game requires a texture. From grass, to rocks, to trees and their leaves. 3D Models are needed, rocks, foliage (Trees grass and flowers), etc. Then, once you've created your basic map, you need to add Nav Meshes, lighting, paths, etc.
- 3D Assets. I'm not going to say much here, I'm just gonna point to this video and tell you to keep in mind this is from someone who's job is ONLY to produce 3d assets.You must be registered to see the links
- UI - I'm not a pro, but I've spent days building up a menu system, then scrapped it and spent days again rebuilding it. Over and over, until it had the functionality I wanted. Nothing to do with art or style, never got that far. Just pure functionality.
- Sound Effects. Everything you hear? Either you've got a high quality microphone and you're spending days recording things for your sound effects, Then even more time clipping the tracks, modulating them, converting them, timing them to play with animations, etc. or you're dishing out cash to buy a license to use someone elses work, and you're still doing half the work.
- Programming Logic. From what happens when you click a button, to saving and loading variables that make things work, to the AI behavior of enemies, everything that happens has a back end to make it happen. These back ends are not easily developed, get built and rebuilt. Added something new? Go back through everything you've already built and make sure you didn't break anything (Which you did and will have to fix).
- Optimization. Got something built? Do a quick run through, and why the heck is the FPS at 15.00? Guess it's time to go back and edit what you've already done and do some optimization (Won't go into detail here as it gets pretty technical, but lets just say time consuming and hard).
All of these things take time and money to do, and AFAIK this isn't a big project with multiple people dedicating entire work days to it. This isn't RPGMaker or Renpy, UE is a complicated system.
Perfect you analyzed everything correct why it never will be finished in a foreseeable future congratulations and why when the scope is to high just on Patreon without some masterful multi source funding and team building strategy you gonna fail.
Unreal is a tool not more it doesn't do Magic and overall for certain cases it can be quiet limited and you need the manpower and knowledge to overcome these limitations just on this part alone, or you need to hope that Epic does what you need in time or find it on the Marketplace by a 3rd Party but even that often creates other Problems.
Thus why the High Profile AAA Studios have their own Engine R&D they don't have time to wait for Epic they need to finish their Project the bigger the Scope the more problems you will encounter and nothing is bigger than to solve Open World and you never start this as a 1 Man show it will always fail.
You need decades to Master Open World in your company and if you made it you build up a massive amount of Internal knowledge through many shipped titles.
Start low work up High but really forget Open World for some YEARS in any competitive form unless it's gonna be a mini open world
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