I learned my lesson last time, so I am not getting into the whole community thing as hardcore anymore, but I'm still keeping tabs on what's going on.
I noticed lots of focus of these milestones are on art assets/animations/visual systems. Is that really a good idea? Art takes a lot of time, even if you have a good pipeline, and even if you take advantage of the newest UE4 features like in-engine animation editing and realtime geometry updates - still takes time.
Playing games for over 16 years now I noticed that if you have a fun core gameplay loop, you can put even rather coarse or minimalistic art assets in and people will still like it (Portal, Superhot, hell, even Nier: Automata - it's a super-ugly game). Alternatively if you put out fantastic graphics (and visual systems) and start thinking about the gameplay loop too late you end up with, well I don't want to mention it, but people will think of it anyway so - No Man's Sky). Graphics assets can be later patched without too many issues, as they don't break much, but gameplay mechanics are dependent on the initial codebase limitations, so they aren't as easy to improve.
Just an observation.
I noticed lots of focus of these milestones are on art assets/animations/visual systems. Is that really a good idea? Art takes a lot of time, even if you have a good pipeline, and even if you take advantage of the newest UE4 features like in-engine animation editing and realtime geometry updates - still takes time.
Playing games for over 16 years now I noticed that if you have a fun core gameplay loop, you can put even rather coarse or minimalistic art assets in and people will still like it (Portal, Superhot, hell, even Nier: Automata - it's a super-ugly game). Alternatively if you put out fantastic graphics (and visual systems) and start thinking about the gameplay loop too late you end up with, well I don't want to mention it, but people will think of it anyway so - No Man's Sky). Graphics assets can be later patched without too many issues, as they don't break much, but gameplay mechanics are dependent on the initial codebase limitations, so they aren't as easy to improve.
Just an observation.
Likes:
Pandagnome