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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

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782175636
Length 360 pages
Edition 1st Edition
Languages
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Authors (2):
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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
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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

Defining characters and enemies

In the last chapter, we covered how to use Data Tables to import custom data. Before that, we decided on what stats would play into combat and how. Now we're going to combine those to define our game's characters, classes, and enemy encounters.

Classes

Remember that in Chapter 1, Getting Started with RPG Design in Unreal, we established that our characters have the following stats:

  • Health
  • Max health
  • Magic
  • Max magic
  • Attack power
  • Defense
  • Luck

Of these, we can discard health and magic because they vary during the game, while the other values are predefined based on the character class. The remaining stats are what we will define in the Data Table. As mentioned in Chapter 1, Getting Started with RPG Design in Unreal, we also need to store what the value should be at level 50 (the maximum level). Characters will also have some abilities they start out with, and some they learn as they level up.

We'll define these in the character class spreadsheet, along with...

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