[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



Am I torturing myself by trying to learn the Blueprints in UE4 if I have a large idea for a game, should I really take the time to learn C++? Or should I just find someone online and pay them to do coding for me? I've got pretty much everything else down like the artwork, assets, characters, writing, and all that jazz, but the coding is what's really dragging this whole thing out.

I apologize if this is the wrong board, but it was the most appropriate one I could find for the topic since /v/ is fucking useless.
>>
>>692034
You should hire a programmer. It takes years to learn C++, and then several more years to learn how2gameprogramming from scratch.

I mean flip it around; imagine a programmer asking if they should "hire a 3D artist or just learn it on my own?"
You should use your skills as an artist to make mockups, concept renders, etc and then do a crowdsource funding thing
If you don't think that's good enough and that you need some sort of functional mockup / demo, then just copy/steal enough boilerplate UE4 blueprint stuff to get something running with your assets and fake whatever you can't make work via post.
I mean remember, your goal with crowdfunding isn't to make a game to put on the page but a video about the future game you and a team are going to make.
>>
>>692037
This is just what I needed to hear. Thank you. How much do amateur or worthwhile coders charge? Or is it by the code/by time or something? I may have to save up for a while before I can even start thinking about it.
>>
File: imgp2977-b7800-backplane.jpg (2.39 MB, 2304x1728)
2.39 MB
2.39 MB JPG
looks like those really old mainframe computer when you have to hand wire every module to reprogram it.

was accommodate low iq illiterate scripters really worth taking 20 steps backward in programming methodology?

ah back when only white man were capable of using computers. smart phone and unity were a mistake
>>
I'm glad you asked on time because most people never make a reality check before becoming gamedevs.
I personally like developing with blueprints because I think that it is faster and easier than writing code, but I know it is not for everyone, and it is even worse when you have no clue on the subject and you are shown something like your pic.
I develop by myself because I think involving other people in the process would change the view of the project I'm making. Also, people usually misunderstand your ideas, so the process of explaining things, fixing them, explaining them again and then fixing them again becomes tiresome and time consuming.
A lot of people think the same way, and maybe you are between those, but remember that it is about how well you (or your team) can manage time.
Also, think about the money, do you think your project will make money?
>well of course Anon, I'm the next Hideo Kojima.
Then think again, most people fail because of the lack of audience supporting the project.
If you hire someone to help you in a project but can't pay the guy because you just made $3 in kickstarter then prepare yourself for an assbeat.
Be smart anon, think about other posibilities, if you are actually good at 3D related stuff, then think about making money with the skills you have, that will probably give you money at some point and maybe in the future you could make the games you want with that money.

TL;DR
don't waste time and money and get a job with what you have.
>>
>>692051
Also, I think the correct site to post this would be on /vg/ on the /agdg/ thread, but whatever.
>>
>>692046
ask students, many have great potential and are eager to work on video games
>>
>>692034

I wouldn't want to get locked into an ecosystem. I'm going the c# unity route at the mo. At least that way I have some transferable skills.
>>
>>692034
at least show us the result of that node monstrosity in pic related
>>
>>692034
>asks about blueprints
>attached picture is a material setup

Get the fuck out of here.
>>
>>692037
> It takes years to learn C++
No.
>>
>>693795
Maybe OP should focus in easier stuff.
Whats harder, an rpg, a fighting game, a visual novel or a small shooter?
>>
>>693803
RPGs are always a nice middle ground between technicality and simplicity, because you don't have to deal with mathematics as much (things like collision detection and so on) and can focus on learning the language.

I have been programming for 10 years now, my first language was C++. Sure, you'll not learn the whole language soon, but nobody knows the whole language anyway, and it'll take you about two weeks to get the basics, like I did. NEVER even imply learning how to program is as hard as learning how to draw, it isn't, not by a long shot.
>>
>>692037
>It takes years to learn C++

It takes years to learn C++ to a standard where you'd be employable.

It takes about a week to learn C++ to the point where you can start doing things in Unreal Engine.
>>
File: 1512711607823.jpg (29 KB, 208x321)
29 KB
29 KB JPG
>>692051
>TL;DR
you HAVE to go back
>>
>>692037
It’s not that fucking hard to learn both.
>>
C++ in Unreal is quite different, unreal comes with a bunch of fancy macros and proprietary classes to keep you from having to deal with memory management, so much so that it makes it almost like a scripting language (with pointers). I'd say give it a shot OP if you have programming experience. One thing that is lacking severely from unreal's documentation is example code, though they don't claim to teach you c++ so oh well.
>>
>>692034
this>>694119
Also note that you'll use blueprints anyway.
Use C++ for heavy lifting and blueprints for everything else



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.