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by redxdev 1744 days ago
Fair enough. If you're working on smaller projects I totally understand where you're coming from. Unreal's workflows are very much built with an eye towards large teams/AAA where there's a very hard division between engineering/design/art, and having a simpler language (blueprint) that doesn't require much training and that engineering teams can use to expose just what's necessary is a benefit rather than a detriment.

Unfortunately Unreal doesn't really have a middle ground - something between the complexity of C++ and the simplicity of Blueprint. There's been rumblings of a new text-based scripting language (Verse - https://twitter.com/saji8k/status/1339709691564179464) but it hasn't been officially commented on by Epic outside of a single presentation where it was shown in relation to Fortnite.

1 comments

Exactly, blueprints might be OK for opening a trigger when you open a door, but there are huge chunks or game logic that needs to be written by game designers.

Magic Armour gives you +15 health and Orcs spawn in the Forest after the Spider Queen is defeated.

You don't want to have to go to the programmers when the behavior of magic amour changes or when Orcs have some other prerequisite.

Can't wait to hear more about this Verse.