What matters is, to transform Subverse into a very good game. What goes into the game is a different matter. All the above is a software development experiment. DISCLAIMER: Again, please note what I am doing now is pure R & D to learn Unreal Engine. Would a dating system, the various mini games, branching dialogue, skills tree make Subverse a better game? Let me know please what you think. I am also experimenting with a generic (not Subverse specific, but a generic software module) skill tree to manage the player’s game wide progress. These are good use cases to get familiar with Unreal Engine C++. The branching dialogue I am developing is using JSON input, so we can handle complex branching dialogue scenarios. I am prototyping to expose this to the player via a branching dialogue. The idea is to increase your interactions with the waifus via various minigames. Whether or not such thing should be in Subverse I would be happy to hear your opinion. The system also allows romantic interaction between the player and the waifus. This is a generic prototyping effort that connects the adult scenes with the story. To move forward quickly I started to create a mini dating system. Please note this is my personal, engine learning R & D activity and what goes into the game depends on our new game designer. To learn Unreal Engine, I started prototyping things and creating software pieces. What is the best way to learn a new application development framework? In my experience the quickest way to learn new things in software development is to work on concrete tasks. I must get competent with Unreal Engine very soon. Based on the feedback, I understand what the main issues with the game are. To understand how we can make Subverse a much better game I am gathering user feedback by reading suggestions, forum comments, DEV Diary comments, user requests, and watching YouTube reviews. Never mind, C++ has not changed much since then.īy developing Subverse obviously I cannot rely on my Caesar III experience (even if I built quite nice aqueducts in that game). The problem is my gaming experience stopped back in the late 90’s with Caesar III (lol). Having this UI design background, moving to game design I feel is quite natural. The feedback about my UI design work has been quite positive. Prior to Subverse I had been delivering UI applications for a very long time. At the same time, I hope this info could be useful for the supporters of Subverse. Writing the blog will hopefully help to structure my objectives, and to keep my focus on the goals. I thought it would be a good idea to write about my Unreal Engine game design experience in a blog.
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