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by Alan R. Stagner, Steve Santello
Building an RPG with Unreal 4.x
Building an RPG with Unreal 4.x
Table of Contents
Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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 actions
Attack
Ability
After combat/victory
Loot
Experience
Experience and leveling
Stat increases
Learning abilities
Game over
Choosing the right formula
Summary
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 format
A sample spreadsheet
The Data Table struct
Importing the spreadsheet
Querying the spreadsheet
Summary
3. Exploration and Combat
Creating the player pawn
The Pawn
The GameMode class
Adding the skinned mesh
Defining characters and enemies
Classes
Characters
Enemies
Party members
The GameInstance class
Turn-based combat
Performing actions
Making decisions
Target selection
Dealing damage
Combat UI with UMG
UI-driven decision making
Creating the game over screen
Summary
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
5. Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats
Summary
6. 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
7. Gold, Items, and a Shop
Setting and getting gold instances
Item data
The shop screen framework
The item button framework
Linking the item data
Summary
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
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
Summary
10. Leveling, Abilities, and Saving Progress
XP and leveling source code
Data Table starting values
Displaying levels and experience in the pause menu
Applying the correct damage in combat
Setting up the abilities array
Abilities logic
Saving and loading game progress
Saving
Loading
Summary
Index
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Prev
Previous Chapter
Cover
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Next Chapter
Building an RPG with Unreal 4.x
Table of Contents
Building an RPG with Unreal 4.x
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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 actions
Attack
Ability
After combat/victory
Loot
Experience
Experience and leveling
Stat increases
Learning abilities
Game over
Choosing the right formula
Summary
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 format
A sample spreadsheet
The Data Table struct
Importing the spreadsheet
Querying the spreadsheet
Summary
3. Exploration and Combat
Creating the player pawn
The Pawn
The GameMode class
Adding the skinned mesh
Defining characters and enemies
Classes
Characters
Enemies
Party members
The GameInstance class
Turn-based combat
Performing actions
Making decisions
Target selection
Dealing damage
Combat UI with UMG
UI-driven decision making
Creating the game over screen
Summary
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
5. Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats
Summary
6. 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
7. Gold, Items, and a Shop
Setting and getting gold instances
Item data
The shop screen framework
The item button framework
Linking the item data
Summary
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
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
Summary
10. Leveling, Abilities, and Saving Progress
XP and leveling source code
Data Table starting values
Displaying levels and experience in the pause menu
Applying the correct damage in combat
Setting up the abilities array
Abilities logic
Saving and loading game progress
Saving
Loading
Summary
Index
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