
Some dev lessons from our UE project (we wasted months on climbing…)
Hey,
We’ve been working on a narrative game called Vestige for a while now (UE5), and I just wanted to share a couple of technical things we learned the hard way.
Teaser if you’re curious: https://www.youtube.com/watch?v=CkbVPSVt698
Kickstarter (currently running): https://www.kickstarter.com/projects/pyramide-games/vestige-a-narrative-adventure-about-memory-and-grief
First thing: using a template/framework
It does help. You get a lot of features faster, especially for movement, camera, basic systems etc. But we kind of underestimated what it means to work on top of something you didn’t build.
You spend a lot of time reading someone else’s logic, understanding how everything is connected, and sometimes fighting it because it wasn’t designed for your exact needs. It’s not “plug and play”. It’s more like “plug, then spend days figuring out why it behaves like that”.
Second thing (this one hurts a bit): climbing / ledge system
We spent months trying to build our own system. Iterating, breaking things, reworking animations, fixing edge cases… the usual. And then… we discovered GASP.
We just didn’t spend enough time researching what already existed. We were so focused on solving it ourselves that we didn’t step back and ask “does something already do this better?”. Turns out: yes.
Not saying GASP solves everything instantly, but we could have saved a lot of time by looking earlier.
I guess the takeaway is pretty simple, but easy to forget when you’re deep in production: don’t assume you have to build everything yourself, and take actual time to explore existing tools before committing to months of work.
Anyway, still learning as we go, curious if others had similar moments where you realized way too late that a tool already existed.
good luck to everyone deep in UE chaos right now