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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
Tools
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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

Chapter 3. Exploration and Combat

We have a design for our game and an Unreal project set up for our game. It's now time to dive into the actual game code.

In this chapter, we'll be making a game character that moves around the world, defining our game data, and prototyping a basic combat system for the game. We will cover the following topics in this chapter:

  • Creating the player pawn
  • Defining characters, classes, and enemies
  • Keeping track of active party members
  • Creating a basic turn-based combat engine
  • Triggering a game over screen

This particular chapter is the most C++ heavy portion of the book, and provides the basic framework that the rest of the book is going to use. Because this chapter provides much of the backend of our game, the code in this chapter must work to completion before moving on to the rest of the content in the book. If you bought this book because you are a programmer looking for more background in creating a framework for an RPG, this chapter is for...

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