
Well we "finished" the game eventually and it got released on Steam. Now, 1 year after release we have one mod online: Our own test mod. This made the download size grow to 20+ GB. So to make modding possible, we needed to include the unpacked project files in the download. The game can only load "cooked" assets when it got packaged. Gameplay mechanics that I had to redo because they where not reusable, not maintainable or/and poorly performing.Ĭoming from a modding background, they wanted to make the game moddable.

Everyone was just doing whatever he wants and adding tons of gameplay mechanics. There was no issue board, no concept, no plan what the game should look like. Needles to say that spaghetti code gets a whole new meening. Instead of writing code you connect function blocks with execution lines. "It works, so it's good enough right?" On top of that UE4 has a visual scripting system called Blueprint. The others were all modders who somehow got their shit working. Well, it turned out I was the only one with a professional programming background (this is where I should have run).


I wanted to learn UE4 anyway and the other members have made many mods before, so I joined in. One day another modder wanted to make his own game using Unreal Engine 4. 4y I have been creating mods for Skyrim and Fallout for a few years now.
