The basics of this project i have coded through a course on UE5 blueprinting which was jsut the player controls, wave spawning, particles etc. My journey in this project began when i decided to add Skin Selection for ships that the player can choose. I have also reorganized what i had designed along before. I have designed the Skin Selected Menu, Main Menu, Pause Menu myself.
Being new to UE5, although i had taken a course of UE5 C++ few years before, this time i chose to start with Blueprinting. Udemy had this awesome course to make a space shooter. This course only made you do the basic movement of enemies, spawning waves, shooting, particles etc. Me, being a Unity Programmer, am not new to logic of shooting, spawning waves etc. The reason i took up the course was not because i wanted to learn programming, I wanted to get to know how to use UE5 and its tools like Blueprints, Importing stuff, UI etc.
Since having done skin select in both of my previous live games in Unity i had an idea of what would be the best way to approach this task. Find something in UE that can store instances of classes like ScriptableObjects in Unity. After researching i can to uses Data Assets where every element was a skin model and the attributes of the ship like health, speed something like that.
If you see the gameplay you will notice the floating debris that is spawned. That also was done by me. I wanted more items to be spawned so that the user feels like he is really in space with all the debris around.
Now i have got to a stage where usign the blueprinting of UE5 seems like a better way to to quickly prototype games. Initially i was reluctant to get into UE, but now that i have, i would say i am ready to take on the challenge to prototyping with UE5. Not that i dont know programming, if i get to know how the editor works, or get my hand on documentation, i can get the work done. Cheers