Things are getting a bit... UNREAL these days.
Stop Me If You've Heard This One Before.
It's been awhile since I've done a YouTube video update, so I thought that would be fun. You can find it here if you like. For those of you who prefer to "read", then boy do I have a meaty one for you. Let's get started.
It's been quiet on this blog for the last few weeks because I have been *checks notes* "rebuilding the game in Unreal Engine". As of this writing, I have been at it for a month, and the Main Menu functionality is either back to where it was in Unity, or even better. I'm learning to stop putting promises on things like release dates, as my home/work/life/game design balance never really seems to allow me to get things done as timely as I'd like. If you're yelling at your screen right now, I get you. It's frustrating, and I hope to some day find enough success to be able to do this Game Design gig full time. Until that glorious day comes, you're just going to have to hate me for it, while hopefully still loving me at the same time.
It's been quiet on this blog for the last few weeks because I have been *checks notes* "rebuilding the game in Unreal Engine". As of this writing, I have been at it for a month, and the Main Menu functionality is either back to where it was in Unity, or even better. I'm learning to stop putting promises on things like release dates, as my home/work/life/game design balance never really seems to allow me to get things done as timely as I'd like. If you're yelling at your screen right now, I get you. It's frustrating, and I hope to some day find enough success to be able to do this Game Design gig full time. Until that glorious day comes, you're just going to have to hate me for it, while hopefully still loving me at the same time.
So the question is, why?
Fair Play. Let's talk about it.
When I had originally started this project, I actually started it in a game engine called Construct 3. It was real cheap, and I knew that there were companies that knew how to port it to console. Several weeks later, I realized that the engine just wasn't going to cut the mustard for what I planned to do. So, I went and bought a Udemy course to teach me Unity, and then cue the last year and a half of grinding away on the project.
I chose Unity because I really wanted to learn it. I had previous experience in Unreal 3 from back in college, and wanted to see what the other side had to offer. It's been a fantastic experience, and I've really enjoyed learning how Unity works. But as always, it's all about the money. I had contacted a few small indie publishers about having them port my game to consoles, but they were already all booked up for the year. So, it falls to me to make it happen.
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| Here are some "retro" Unreal screenshots for an attempt to start a game back in 2015. I believe this was Unreal 4 at the time. |
One of my absolute MUST-HAVES for this project is that it would be available on console. I'm a console main myself IRL, and being able to get the platinum trophy in something I've made would be one of the coolest moments ever for me. As I mentioned in a recent news update (pre-dating this site), I had come to the conclusion that I would have to release on PC platforms first and hope to recoup enough money in order to make the console port happened. Not trying to throw them under the bus, but Unity requires a Unity Pro subscription to build for console, and that's a pretty expensive ask for a lot small, independent developers like myself.
This cost is what ultimately lead me to the decision to move from Unity to Unreal. While I have yet to be approved by all of the console companies, I have received the development hardware needed to make the game for several consoles. It was very frustrating to have the box sitting in front of me, but not knowing if I was going to be able to afford to play my game on it. After some research - and a bit of subtle nudging from a friend with a bit of Unreal experience - I realized that the systems are similar enough in design that it would be pretty easy to pick up. And for the most part, this has been true.
Please expand on "for the most part".
Unreal started the whole "visual scripting" thing, which has been essential in me getting as far as I have in this project. Ain't no way I'm gonna be sitting here just writing lines of code like they do in the hacker movies. No insult to those that code that way, but the visual flow works better for me. The change over from Unity Visual Scripting (and uNode) to Unreal's Blueprint system has been pretty easy. Most of the basics of the systems are the same.
Some of the harder obstacles to overcome come from stuff with the editor program itself. There's an interesting process that goes into console development:
- Submit to the platform holder for approval.
- Acquire the hardware from them (these are not exactly the same as the ones that you can just buy off of the shelf at Target).
- Have the platform holder confirm to Epic Games (or whoever your engine and plugins are through) that you are an approved developer.
- Upon that approval, acquire the plugins that allow the engine to connect to that hardware and access it's functions.
- Profit.
While it sounds like it's just File > Save As > "myGame.consoleversion", its not quite that simple. You do just build one version of the game, and then you can change settings based on the system detecting what hardware it's running on. But there is a lot of other tweaking and problem solving involved with even getting to that point. Without going down a nerdy, tech-laden abyss of a rabbit hole, it turns out that you have to build a special version of Unreal Engine in order to "slot in" the support for these additional platforms. It was definitely an experience getting this up and running, but I'd like to think I'm better for it.
The nice thing is that I can now test on PC and console at the same time, which is great for making sure my ideas translate across both platforms. Not gonna lie - it's one of the most surreal feelings.
Does that mean it's coming to [INSERT MY FAVORITE CONSOLE HERE]?
Just like anyone else obsessing about a silly hobby, I'd like it to be the best it can be. This means that I want it to appear on as many platforms as I can make happen. I'm not going to announce at this time where it will and won't be playable, because I frankly just don't know for certain yet. There's a lot of information that is behind the Non-Disclosure Agreements ("NDAs") that you have to sign to become a console developer. These agreements make me a little leery about what I can and can't say until I do some more research. Suffice it to say that I will work to get the game on as many consoles on Day One as I can, and I'll let you know when I can comfortably share more.
You play the hand you're dealt.
Moving on from there, I've got some other fun news! Several months ago, I started putting together a (fairly) simple card game that I want to make for my next video game. There are a couple of decks built, and I have - what I think is - a fairly detailed rule sheet made up for it. While I've halted almost all of the development of this until MAKRANA is done-done, I do plan to take a night off to play it soon, and would like to invite you join me!
What: Des Moines Game Design Meetup
Where: Gravitate Coworking (Downtown): 500 Locust St, Des Moines, IA 50309
This awesome group - The Dealt Hand - is a Des Moines-area group that has lots of awesome events and get-togethers for those who are in to board and card games. Once a month, they host their "Game Design Meetup" night where they allow anyone to bring their own games for playtesting or just come to test others. While my wife and mother-in-law have been fantastic early testers, I'm really excited to have the chance to play this game with some other folks. Don't worry - it's not SUPER complicated. Come on down and hang out - anyone who playtests at least one round will get their name in the credits of the game (assuming it gets made some time this century). For more information about the specific event or the group as a whole, follow the link above!
WRAP. IT. UP.
Well, folks, that's about all I've got for now. Thank you to everyone for your support and understanding. I know it's been a long road of "it'll be out when it's out", and I'm really pushing to get it done. I know that the added work of getting it on to console (and the Unreal rebuild in general) are going to add time to the wait. But I think it will be worth it to be able to launch on as many platforms as I can on Day One. I may be a lot of things, but never let it be said that "someone who compromises on their vision" is one of them. I'll chat with you soon.
Love Always,
- Matt





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