Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Building an RPG  with Unreal 4.x

You're reading from   Building an RPG with Unreal 4.x Get to grips with building the foundations of an RPG using Unreal Engine 4.x

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Alan R. Stagner Alan R. Stagner
Author Profile Icon Alan R. Stagner
Alan R. Stagner
Steve Santello Steve Santello
Author Profile Icon Steve Santello
Steve Santello
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with RPG Design in Unreal FREE CHAPTER 2. Scripting and Data in Unreal 3. Exploration and Combat 4. Pause Menu Framework 5. Bridging Character Statistics 6. NPCs and Dialog 7. Gold, Items, and a Shop 8. Inventory Population and Item Use 9. Equipment 10. Leveling, Abilities, and Saving Progress Index

What this book covers

Chapter 1, Getting Started with RPG Design in Unreal, alerts the reader to the various preparation steps required to make an RPG before jumping into Unreal. In order to avoid potential obstacles to progress, the example content is provided and briefly introduced.

Chapter 2, Scripting and Data in Unreal, walks the reader through using C++ to program gameplay elements in Unreal, creating Blueprint graphs, and working with custom game data in Unreal.

Chapter 3, Exploration and Combat, walks the reader through creating a character that runs around the game world, defining character data and party members, defining enemy encounters, and creating a basic combat engine.

Chapter 4, Pause Menu Framework, covers how to create a pause menu with inventory and equipment submenus.

Chapter 5, Bridging Character Statistics, covers how to keep track of the player's stats within the menu system.

Chapter 6, NPCs and Dialog, covers adding interactive NPCs and dialogue to the game world. The reader will learn how to use Blueprints to define what happens when an object or NPC is interacted with, including using a set of custom Blueprint nodes to create dialogue trees.

Chapter 7, Gold, Items, and a Shop, covers adding interactive NPCs and objects to the game world. The reader will learn how to use Blueprint to define what happens when an object or NPC is interacted with, including using a set of custom Blueprint nodes to create dialogue trees. The user will also be creating items that can be bought in a shop using the gold dropped by enemies.

Chapter 8, Inventory Population and Item Use, covers populating an inventory screen with items and using the items when not in combat.

Chapter 9, Equipment, covers the creation of equipment and equipping weapons and armor from an equipment screen.

Chapter 10, Leveling, Abilities, and Saving Progress, covers adding abilities to the game, keeping track of experience for each party member, awarding experience to party members after combat, defining leveling and stat updates for a character class, and saving and loading player progress.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime