Retro Blast - Inception

For awhile I've wanted to make my own "thing" in UE4. I've been interested in the engine's blueprint system before Epic released it publicly. I'm definitely a visual guy so plugging spaghetti into spaghetti (AKA Blueprints) sounds like something I learn how to do.

I actually started making a 3rd person co-op game where you have to switch between characters to solve puzzles and evade enemies,then quickly I then started to realise that the scoped way too big, thus RetroBlast was born!

Because RetroBlast is going to be heavily focused on learning UE4 and attempting to go through a development cycle on a product from beginning to end I created a separate blog for how I solve problems I encountered during development I'll post periodic updates here too.