国产免费无码又爽又刺激高潮_国产亚洲欧美在线人成aaaa_亚洲av永久无码精品尤物_专区久久五月天_国内精品久久人妻无码妲己影院

專題欄目:ARVRMR虛擬現(xiàn)實

《Building an RPG with Unreal》

書籍簡介:

Get to grips with building the foundations of an RPG using Unreal Engine 4About This BookUtilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficientlyCreate reusable code chunks and elements that can easily be integrated into other gamesA cost effective, step-by-step guide to building and customizing an entire framework for your RPGWho This Book Is ForIf you are new to Unreal Engine and always wanted to * an RPG, you are this book’s target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build level.What You Will LearnProgram gameplay elements in C++ in UnrealCreate custom game data for entities such as players and enemiesCreate a turn-based combat engineDesign menu systems and blueprint logicCreate an NPC and dialog systemIntegrate equipment and itemsDevelop the foundations of a saving and loading systemIn DetailNow that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You’ll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres.By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience.Style and approachYou will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game

作者簡介:

Steve Santello

出版時間:

2016-01-28

章節(jié)目錄:

Building an RPG with Unreal
Table of Contents
Building an RPG with Unreal
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

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
Victory
Choosing the right formula
Summary

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

Exploration and Combat
Creating the player pawn
The interface
The PlayerController
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 damage
Combat UI with UMG
UI-driven decision making
Creating the game over screen
Summary

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

Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats
Summary

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

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

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

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

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

封面圖:

發(fā)表評論

相關文章