Building an RPG with Unreal : get to grips with building the foundations of an RPG using Unreal Engine 4 /
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Author / Creator: | Santello, Steve, author. |
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Imprint: | Birmingham, UK : Packt Publishing, 2016. |
Description: | 1 online resource (1 volume) : illustrations. |
Language: | English |
Series: | Community experience distilled Community experience distilled. |
Subject: | |
Format: | E-Resource Book |
URL for this record: | http://pi.lib.uchicago.edu/1001/cat/bib/13642489 |
Table of Contents:
- Cover ; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with RPG Design in Unreal ; Tools for game design; Google Drive; Google Docs; Google Spreadsheets; Pencil and paper; The design and concept phase; Concept; Design; Describing the game's features and mechanics; Tropes in existing role-playing games; Stats and progression; Classes; Special abilities; RPG design overview; Setting; Exploration; Dialogue; Shopping; Gold; The pause screen; Party members; Equipment; Classes; Soldier; Combat; Combat stats
- Combat actionsAttack; Ability; After combat/victory; Loot; Experience; Experience and leveling; Stat increases; Learning abilities; Game over; Victory; Choosing the right formula; Summary; Chapter 2: Scripting and Data in Unreal ; Downloading Unreal; Downloading Visual Studio; Setting up Visual Studio for Unreal; Adding the Solution Platforms drop-down list; Disabling the Error List tab; Setting up a new Unreal project; Creating a new C++ class; Blueprints; Creating a new Blueprint; Adding a Blueprint to the scene; Blueprints for Actor classes; Using Data Tables to import spreadsheet data
- The spreadsheet formatA sample spreadsheet; The Data Table struct; Importing the spreadsheet; Querying the spreadsheet; Summary; Chapter 3: Exploring and Combat ; Creating the player pawn; The interface; The player controller; The pawn; The GameMode class; Adding the skinned mesh; Creating a camera component; Defining characters and enemies; Classes; Characters; Enemies; Party members; The GameInstance class; Turn-based combat; Performing actions; Making decisions; Target selection; Dealing with damage; Combat UI with UMG; UI-driven decision making; Creating the game over screen; Summary
- Chapter 4: Pause Menu Framework UMG pause screen initial setup; UMG background color; UMG text; UMG buttons; The UMG inventory submenu; The UMG equipment submenu; Key binding; Button programming; Summary; Chapter 5: Bridging Character Statistics ; Getting character data; Getting player instances; Displaying stats; Summary; Chapter 5: NPCs and Dialog ; Creating the NPC Character Blueprint; Interacting with the NPC; Dialog box setup; Creating an NPC welcome box; Adding an NPC talk box; Summary; Chapter 7: Gold, Items, and a Shop ; Setting and getting gold instances; Item data
- The shop screen frameworkThe item button framework; Linking the item data; Summary; Chapter 8: Inventory Population and Item Use ; Creating the FieldPlayer Booleans; Determining whether the inventory screen is on or off; Logical difference between the inventory and shop items; Finishing the inventory screen; Buying items; Using items; Summary; Chapter 9: Equipment ; The weapons Data Table; Setting the weapon and equipment screen variables; Creating the weapon button; Revisiting the equipment screen; Setting the equipment screen Text Blocks; Correcting the character stats when equipping