It’s been about a month since I wrote a post explaining why I chose Unreal Engine 5 to develop my game. Now, after several frustrating months of trying to overcome engine-specific barriers, I’ve made the difficult decision to switch to Godot. It’s a bit embarrassing to admit this after all the time I spent learning Unreal, but some issues with the engine, particularly with 2D development, made it impossible to continue. I want to clarify that I’ve been learning Unreal Engine for a few months, mostly for 3D game development, which Unreal excels at. There’s no doubt that for 3D, Unreal is one of the best engines out there—if not the best. However, when it comes to 2D games, the situation is entirely different. Unreal Engine has so many issues handling purely 2d games that make the engine impossible to use. Let me try and explainthe roadblocks I’ve faced over the past few months to better understand why I’ve decided to switch. Camera Bounds The biggest challenge I encounte...
This topic has been on my mind for months, but I was never motivated enough to fully explain why indie game development is vastly different from smaller AAA (or AA) productions. While, on the surface, it may seem like indie developers can borrow techniques from AA-AAA studios, the reality is entirely different. Having worked in both AAA and indie teams, I can confidently say that the only true similarity is that both create video games. But first, let me clarify what I mean by "indie game development." I'm referring to small teams, often fewer than five people, or solo developers, who work with little to no budget—unlike AA or AAA productions, where budgets can reach several millions. AA games, are indeed smaller versions of AAA productions, sharing many of the same workflows and resources. Now, let’s focus on why indie developers can’t simply borrow strategies from AA or AAA studios. The Small Business Analogy To put it simply, being an indie developer is like running a...
Hey everyone! I wanted to give you an update on my Spooktober jam game and share some news. So, here’s the thing: I wasn’t able to publish my game during the jam. There were a few reasons for this, but the main one was that it just wasn’t as polished as it needed to be. Despite that, working on the game was a blast, and I realized I wanted to take it further. That’s why I’ve decided to expand it into a full-fledged game, with plans to release it in 2025. Cover image of our Steam & Itch page To make that happen, we’ve essentially gone back to the drawing board. We’re programming everything from scratch to fix bugs and make the game scalable for a larger experience. Anis, our talented pixel artist is creating more assets and helping us refine the game’s vibe—imagine a spooky Harry Potter-esque atmosphere. We’ve already submitted a Steam page for review, and we’re also working on an itch.io page. I’m holding off on making big announcements until we have the final graph...
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