Building an RPG with Unreal 4.x

Get to grips with building the foundations of an RPG using Unreal Engine 4.x

Building an RPG with Unreal 4.x

Steve Santello, Alan R. Stagner

1 customer reviews
Get to grips with building the foundations of an RPG using Unreal Engine 4.x
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Book Details

ISBN 139781782175636
Paperback360 pages

Book Description

Now 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 4.12.

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.

Table of Contents

Chapter 1: Getting Started with RPG Design in Unreal
Tools for game design
The design and concept phase
Describing the game's features and mechanics
Tropes in existing role-playing games
RPG design overview
Choosing the right formula
Summary
Chapter 2: Scripting and Data in Unreal
Downloading Unreal
Downloading Visual Studio
Setting up Visual Studio for Unreal
Setting up a new Unreal project
Creating a new C++ class
Blueprints
Using Data Tables to import spreadsheet data
Summary
Chapter 3: Exploration and Combat
Creating the player pawn
Defining characters and enemies
Party members
Turn-based combat
Summary
Chapter 4: 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
Chapter 5: Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats
Summary
Chapter 6: 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
Chapter 7: 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
Chapter 8: 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
Chapter 9: 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
Chapter 10: 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
Summary

What You Will Learn

  • Program gameplay elements in C++ in Unreal
  • Create custom game data for entities such as players and enemies
  • Create a turn-based combat engine
  • Design menu systems and blueprint logic
  • Create an NPC and dialog system
  • Integrate equipment and items
  • Develop the foundations of a saving and loading system

Authors

Table of Contents

Chapter 1: Getting Started with RPG Design in Unreal
Tools for game design
The design and concept phase
Describing the game's features and mechanics
Tropes in existing role-playing games
RPG design overview
Choosing the right formula
Summary
Chapter 2: Scripting and Data in Unreal
Downloading Unreal
Downloading Visual Studio
Setting up Visual Studio for Unreal
Setting up a new Unreal project
Creating a new C++ class
Blueprints
Using Data Tables to import spreadsheet data
Summary
Chapter 3: Exploration and Combat
Creating the player pawn
Defining characters and enemies
Party members
Turn-based combat
Summary
Chapter 4: 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
Chapter 5: Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats
Summary
Chapter 6: 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
Chapter 7: 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
Chapter 8: 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
Chapter 9: 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
Chapter 10: 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
Summary

Book Details

ISBN 139781782175636
Paperback360 pages
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