Book Image

Blueprints Visual Scripting for Unreal Engine

By : Brenden Sewell
Book Image

Blueprints Visual Scripting for Unreal Engine

By: Brenden Sewell

Overview of this book

Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres. By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players. From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.
Table of Contents (15 chapters)
Blueprints Visual Scripting for Unreal Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Constraining player actions


One important consideration to make when adding enhanced capabilities to the player is the impact that the ability had on both the challenge and feel of the game experience. Recall that we added the ability for the player to sprint in the last chapter by holding down the Shift key. As it currently stands, holding down the Shift key while moving provides a significant increase in the speed at which the player can move. Without constraints applied to this ability, such as an enforced waiting period between uses, there would be nothing discouraging the player from holding down the Shift key at all times as they move.

This goes against the goal we set out to accomplish by adding sprint functionality, which was to provide more options to the player. If an option is so attractive that the player feels compelled to utilize it at all times, it doesn't actually increase the number of interesting choices available to the player. From the player's perspective, the result...