Side Project: Runner P


It's been a while since I've posted any updates so I wanted to explain what's been going on.

Last week, I published the game I've been working on for about 4 months, Runner P, onto my itch.io. It's an endless runner I made with the Unreal engine. I understand it seems a little weird to for me to juggle two different game projects so I'll do my best to explain. 

In my pursuit of getting a job as a game writer and/or narrative designer, I have seen applications and been asked in interviews if I have any experience in any prominent game engines. At the time, I could only say I was, at best, familiar with Unity and Unreal. In interviews, this seemed to always give a somewhat disappointed "Oh...I see..." response. I'm sure there were other reasons why I ended up not getting the job but my lack of experience in these kind of game engines felt like a significant one. 

When the Covid-19 pandemic reached the point of lockdown, I found this to be a good time to learn something new. So I decided to learn how to use Unreal to the point where I could make a complete game. I eventually became confident enough where I thought it would be a good challenge to give myself a deadline, the end of June, to finish making a game.

This game is nothing amazing, just a very simple endless runner. But I still feel very proud of myself, and my friend who helped me with the art assets and UI, for making it. It was a very educational experience for us both and helped us have a better understanding of game development and design. I think back on some of the most frustrating, complicated issues and I realize how much I learned from it (especially patience). I also learned a better development process that I can apply to Wayfarers. Now that I'm down with Runner P, I can say in interview that I'm knowledgeable enough in Unreal to be able to make a game with it on my own. 

I'm so glad I followed through with this project because I feel even more confident and motivated in tackling tasks I've been intimidated on starting for Wayfarers. It's also given me more confidence in attempting things with Wayfarers I never dared to even try before.

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Comments

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(+1)

Hey man, good for you!

I'm planning on getting back to studying UE4 myself, and to be able to release a full game, no matter how simple, in such a short time is quite an accomplishment.

And it's even more important, as you said, that you get to appreciate other aspects of Game Development in general.

Kudos to you!

(+1)

Thanks!

It felt like a crash course in making a game from beginning to end. It's making me reassess my approach in making Wayfarers and pushing me to put in more time and energy in some of the parts I've been apprehensive about.

I actually have other things I'd like to mess around with like level design in UE4 but I feel its best I focus only on Wayfarers. If anything it motivates me to get the first part of Wayfarers done even more.

(+1)

You're welcome!

I can appreciate that. Gave you a new perspective in the whole dev process, I'd wager. I've had a few moments like that myself, whenever I learned something new.

By the way, have you seen the news that there'll be a new RPG Maker (MZ) coming out this summer? You might want to hold on to any releases to take a look if we'll be getting anything worthy migrating over on the new-ish engine.

For now, the only news is that there'll be some ways to facilitate the developing process, but nothing yet that isn't achievable with some plugins. I'm not holding my breath, to be honest, but I'm hoping to be pleasantly surprised. Haha

By the way, I found out that the system I told you about (the merchant's money thingy) was one I HAD previously seen on one of my favorite games, The Elders Scroll - Skyrim. I'm playing it again, out of boredom, and I noticed it. In any case, no news regarding a plugin that can do that sort of thing yet. If I find anything I'll let you know.

Cheers!

Yeah I've seen the breadcrumb reveal of RPG Maker MZ. I was actually entertaining the idea of migrating my work to MZ but the big deal breaker is plugins from MV won't work on MZ, which makes sense being a new engine. Yanfly made a video explaining he plans on having people make MZ versions of his plugins so that's great. However I have a lot of plugins from other plugin makers as well and I don't know if they are going to do the same. Also it would probably take a long time to make those MZ compatible plugins. 

I'm comfortable enough with MV and also didn't really find anything for MZ that made feel like I HAD to have it for making Wayfarers. Although being able to layer maps seems pretty awesome and I saw a pic indicating you can see an actors' movement route on the grid. I also would like to see if they have a more robust character generator.

Oh yeah. I recently got Skyrim for PC because it was on sale. But I actually haven't played it yet. Another one for the backlog haha.

(+1)

I'll keep pushing on my own project (once I get back to it) on my own pace, which, admitedly, is very slow. I'm enjoying the journey way too much to rush. Haha

In the meantime, maybe MZ will surprise and attract me enough that I might consider a migration some day. Maybe not. In any case, I just hope the main issues with and features missing from MV are addressed.

Since I'm on a hiatus from my own project, I'm playing different games, and Skyrim was one I had to play again. I had played it back when I had an average potato for a pc, so now that I have a more robust one, I wanted to play with it's mods a bit.  And so I found that feature. Today, after watching F1' return on tv, I decided to reinstall my F1 2018 and give it a spin. Well, gotta make do with that quarantine. Hahaha

Cheers!