Thoughts on Unreal 5 Reveal So Far


Been thinking about the latest Unreal 5 game engine reveal. In particular, since I work as an independent game develop and gameplay programmer, the things I tend to seek for in a new game engine is what features it provides, and with it, what cool game mechanics and systems I could implement. From that perspective, the reveal trailer opens…a few interesting opportunities, but leaves others wanting.

On the positive, the virtual polygon rendering system is genuinely a huge game changer. Without a question, some of my biggest struggles in level design is keeping the number of polys low enough for the game to be able to run at a consistent frame rate. I also trust Epic Games to have implemented an easy-to-use occlusion culling system to further improve performance. This does mean not only is it going to be much easier for environmental artists to develop highly detailed (presumably static) environments, but also allow level designers to create larger worlds without a huge concern in performance drops. This does, indeed, open up a lot of possibilities.

As mentioned prior, I’m seeking for how to open up new ways of play, and that was where I came less impressed with the trailer. For example, the trailer only casually goes over what its animations, particle system, sound engine, and most important for me, physics engine can do. What about AI? Procedural generation? Improvements on Blueprints? Different platform and controller support? Music mixing? Even the parts that were demonstrated left me wanting. The trailer didn’t go over whether any of the destructive parts (e.g. ceiling caving in) were already pre-made or not. They didn’t go over what the complexity of implementing the particle system’s AI was like. And their demonstration of the sound system really appeared sparse at the moment. Even the new light engine didn’t feel too revolutionary: there’s already been a lot of games out there where playing with lights is the core mechanic, and more realism in it doesn’t add anything for a game designer. Only the IK animations stuck me as a standout feature apart from the virtual polygons engine, and helps really open the window to new and interesting kind of gameplay.

From a business perspective of things, it makes perfect sense to me Epic would focus more on streamlining the process of importing and rendering graphics. Just the idea of being able to directly import models generated from 3D scans opens a ton of opportunities for even indies. I’ve been dying to utilize a couple of cheap photogrammetry and 3D scanning apps for my games! That said, if I had to choose which company is making more interesting headway in new game design ideas right now, I’d have to hand it to Unity’s focus on Machine Learning. There are a ton of really interesting opportunities in that field that, I feel, still aren’t well explored yet. It’s just such an exciting area that is ripe for creating new ideas.

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#WeeklyGameMusic: Toad Café (Paper Mario: Color Splash)


Ah, yes, time to return to the good old classic Italian plumber in this week’s #WeeklyGameMusic. This time, let’s chill with the Toad Café theme, composed by Takeru Kanazaki, Shigemitsu Goto, and Fumihiro Isobe. The track is from…*shuffle, shuffle*…uhhh…the fan-disapproved game, Paper Mario: Color Splash, developed by Fire Emblem series game, Intelligent Systems?

Before, uh, I get any comments from fans of the Paper Mario series (this writer being one of them), I guess I should cover the paper-thin story. On a faithful day, Princess Peach approaches Mario to deliver a letter. Or a folded, completely discolored Toad, to be more accurate. Struck by this tear-agic discovery, Mario and Co. travel overseas to investigate where the letter was delivered from: Prism Island.

Upon arrival, Mario and Peach learns the truth: the sucky Shy Guys has been slurping up all the color out of this colorful resort. Including Toads, apparently. Crumpled, but undeterred, Mario teams up with the Prism Island guardian (and all-around a floating, hammy bucket) Huey to bring color back to the decorated world.

Much like prior entries, Paper Mario: Color Splash is turn-based JRPG. Similar to the misaligned series entry, Sticker Star, Color Splash also has a TCG-like aspect where Mario needs to collect cards to attach enemies. The power of the cards is determined by how much paint Mario applies to them, which in turn can be permanently powered up by collecting power-ups from defeated enemies. And of course, the trusty cardboard-hard hammer can be used in the regular exploration levels to color any blank spots, restoring Prism Island to its former gay glory.

Paper Mario: Color Splash was developed for the Nintendo Wii U. No other ports exists as of this writing.

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#WeeklyGameMusic: Lone Survivor (Lone Survivor)


It’s been a couple of weeks now since you’ve locked down in your own apartment. How long can you go like this? To ease your mind, you turn on your favorite music collection, “#WeeklyGameMusic.” Superflat Games’ melancholic theme song for their game, Lone Survivor, plays. A fitting theme by composer and game designer, Jasper Byrne.

As you settle down, you think to yourself, where does it all begin? It started with a contagious infection. At first, it was just on the news. But you then hear a friend of a friend catch it. Then your neighbors. And now it’s just you. You, a lone man with a surgeon mask on at all times so as to not catch the virus. All of your friends, now violent monsters…

You snap yourself out. No! Focus on surviving through this terrifying apocalypse! What do I need to do? Well, obviously, you need to collect some food. With monsters infesting your neighborhood, that’ll mean stealthily crawling through every nook and cranny to find what limited resources you can find. Fortunately, you have a pistol to incapacitate the monsters. It’s not much, since you’re a bit short on bullets…and said monsters are probably your friends…and you’ll probably lose your sanity shooting them…but it should help.

Well, you have to start somewhere. Saving at the bed all day isn’t going to get you anywhere. Time to open the door, to the sanity-slipping outside world…

Lone Survivor is available on PC and Mac via Steam. It’s also downloadable on Playstation 3, 4, Vita, and Wii U.

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#WeeklyGameMusic: The Sims Theme (Junkie XL Remix) (The Sims 2: Nightlife)


Going back a little into retro classics, this week’s #WeeklyGameMusic highlights Junkie XL again with The Sims Theme, composed for Maxis’ The Sims 2: Nightlife.

Continuing off the ever-popular The Sims series, The Sims 2: Nightlife is the second expansion to The Sims 2. Much like the prior games, the game allows the player to design houses and even its denizens to react to the world at large. Nightlife, of course, adds more elements related to…night life and after parties to the base game.

While “creativity” and “simulation” is often synonymous with this series, a more interesting aspect is its resource-management aspect: the game requires keeping your household family happy to gain more money to purchase more customization (some quite essential) tools. In a way, it’s pretty similar to idle games like Cookie Clicker: the player buys more, to make more.

The Sims 2: Nightlife was released for the PC and Mac.

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How to Split Up an Existing Unity Git Project into Smaller Unity Packages


Update 4/29/2020: indicated new dependencies added in Template Unity Package under Step 8 that should be left in the asmdef files.

After years of making a ton of Unity games, I’ve accumulated a lot of tools that are gathered into a single Template Unity Project that I start every game jam project in. That said, the project is now much larger than I would like. Some tools, such as the web host domain list, is only applicable for projects intended to be exported to the web. In addition, since everything is built on the same project solution, compiling new scripts takes longer than necessary. So I figured it was time to split up this mammoth project into smaller Unity packages. But how?

True to Unity’s theme of democratizing game development, they have extensive documentation on how to utilize the new Unity Package Manager to better import other tools and projects. Furthermore, mob-sakai has an excellent tutorial on how to setup a Git repository with the command, git subtree split, such that the Package Manager can easily import the project. But all these information are only great for creating a single Unity Package; what if, like me, you have a sprawling Unity project that you want to split up into multiple, smaller Unity Packages? After doing some research, I’ve came to the conclusion that the best method is to use Unity’s local package directory structure, and more importantly, git submodule add to nest another Git project to easily drag-and-drop project files into. This post will go into more details on how this works.

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#WeeklyGameMusic: MNN+@0・ (Xenoblade Chronicles X)


#WeeklyGameMusic: New week, new music. Time to talk about a track that is frankly very difficult to spell. I’m talking, of course, about MNN+@0・, composed by Hiroyuki Sawano of Attack of the Titans fame. This is probably one of his early music debut in video game context; too bad it was introduced in the ill-fated Wii U game, Xenoblade Chronicles X, by Monolith Soft.

Like a true action JRPG, Xenoblade Chronicles X has quite a length story, loosely inspired by the Tower of Babel. In the future, a mega-space-battle between two advanced alien races takes place, destroying Earth with it. As a last-ditch survival effort, a bunch of ships carrying humans are launched, in hopes of landing on a habitable planet. You — yes, a customized hero designed by you yourself — are awoken from suspended animation by Elma, who introduces you to the sprawling world of Mira that your colony’s ship has crash landed onto. But first, she hands you a laser gun and knife. That’s right, the native alien species on this planet aren’t too fond of visitors!

Exploration is Xenoblade Chronicles X‘s name of the game, as planet Mira is absolutely massive. Much of your time will be spent on uncovering landmarks, tackling both main- and side-quests, and grinding for materials. Mid-way through the game, your party gains access to mechs that fly, opening the world up even further. Battles are held in real-time as you designate what special moves your hero or mech should execute, and at which enemy body part. On a more clever twist, the touch-pad on the Wii U controller can be used to setup mining stations, allowing the player to both make money and materials over time — similar to Universal Paperclips and other idle games. The feature also doubles as a way to buff your party members in specified areas of the map, ideally where more difficult enemies are crawling over.

Xenoblade Chronicles X is available on the Wii U. No other ports exist as of this writing.

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