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

Creating round-based scaling with saved games


We now have a game that supports a full play experience. The game can be won with the appropriate application of skill, but can also be lost by getting overwhelmed by the intelligent enemies we created. However, the gameplay experience is limited to the number of enemies we have set as our target goal. This results in the game feeling shallow. To address this, we can adopt techniques used by arcade games, which increase the difficulty of the game as the player progresses through a series of rounds. This is a way to add depth and fun to your game using the existing assets, without requiring the creation hours of custom content.

The rounds we create will serve as the score of the player. The higher the round they reach, the more the player is thought to have achieved. To ensure that the maximum round the player reaches is limited only by their skill, rather than the amount of time for which they play the game in a single setting, we will be implementing...