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Blueprints Visual Scripting for Unreal engine

You're reading from   Blueprints Visual Scripting for Unreal engine Build professional 3D games with Unreal Engine 4's Visual Scripting system

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781785286018
Length 188 pages
Edition 1st Edition
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Author (1):
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Brenden Sewell Brenden Sewell
Author Profile Icon Brenden Sewell
Brenden Sewell
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Table of Contents (10) Chapters Close

Chapter 7. Tracking Game States and Applying Finishing Touches

In this chapter, we will be taking the final steps to evolve our game into a complete and fun experience that challenges the player. First, we will introduce player death, which is activated when the player's health is fully drained. Then, we will introduce a round system that will elevate the challenge for the player by requiring increasingly numerous enemies to be defeated as they progress through the rounds. Finally, we will introduce a saving and loading system so that the player can leave the game and later come back to the round they were last playing on. With these things accomplished, we will have an arcade-style first-person shooter that a player can continually return to for an increasingly difficult challenge. In the process, we will cover the following topics:

  • Branching menus based on player conditions
  • Creating scaling difficulty with gameplay modifiers
  • Supporting the game state being saved and reloaded...
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