Just Coding And Other Stuff


Hi,

 

    I'm Kartik. I do the code stuff for the game Rebirth. As you all know Rebirth is an upcoming indie first person horror game. Currently we are using Unreal Engine 4 to make this game. It's not easy to make games as starting out because as I come from a background where I had an opportunity to play some cool titles and just dreamt can I make this then it would be cool right? But you know the thought of making or creating something that you feel proud of or would love is exciting but at that point you don't realise how much effort and time is needed to make it come true.

                Initially we started out in unity and then switched to UE 4. I learnt programming in college but not game programming. But coding for a game is much different than conventional C++, to get the things working makes you go crazy. Apart from this you also need to know the person who you are working with and both of us need to be on the same page to keep things going. You would be spending a whole day (almost) working on the project and with that person and I feel it is important because we are humans I think?. So my bloody point is both these things take time like seriously shit ton of time! I have been working on UE4 from almost a year now and still I feel like I don't know a lot of stuff! (I'm bad damn it!). UE4 is literally an awesome engine and it took me a couple of months to realise that! I do most of the programming in Blueprints because they are easy compared to C++? This is just my personal opinion and I know you can't do lot of things that can be done with C++. Also the combo of C++ and blueprints is more effective but right now I feel it is not required for now for this project. Just my thoughts.

                So let us talk about the workflow now. We discussed the mechanics for the game and it had so many features! Classic mistake for the first game! The workflow would be like I set a deadline to get that done. Then I breakdown the main task into sub tasks and write down a list of things that are needed to be done to complete the sub tasks.

               For example if I'm implementing inventory system then the first task would be designing the main menu on the paper. Then breaking down the menu into pieces which would have sub menus, slot menus, texts and other stuffs. Once this is done then the task starts with creating and designing the individual slots and necessary functionality for them. Also the necessary communication needed between the slots and menus for various functionality. You can imagine a shooting game where you have the main objective would be kill the boss. But in order to kill the boss you need to have the master weapon. You can get the master weapon if you collect the necessary coins. The coins can be obtained only if you shoot the zombies that are yellow in colour as they are thieves. But the yellow zombies are protected by dogs. I hope you can see the analogy of breaking things down and doing one set thing completes one sub task. By finishing all the necessary sub tasks completes the main quest or gets access to the next quest!

               The past few days I've been working on the manual save system for the game. Currently the save works for the objects you store but it fails to save whenever the same items is dropped and loaded the game from the start. I let you know the details once it starts to work as I intended. See you guys next week. Cheers!

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