In Chapter 10, Upgrading the AI Enemies, we made significant progress toward a balanced game in which enemies threaten the player but the player can use skill to overcome that challenge. One missing component glaringly remains. If the player runs out of health, then they should not be able to continue progressing through the game. Instead, we will take what we've learned about from the win screen we created in Chapter 8, Creating Constraints and Gameplay Objectives, and apply it to a lose screen. This screen will enable the player to restart the level with full ammo and a freshly filled health bar, but will also negate any progress they had made toward reaching their target goal.
Blueprints Visual Scripting for Unreal Engine - Second Edition
By :
Blueprints Visual Scripting for Unreal Engine - Second Edition
By:
Overview of this book
Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers.
This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You’ll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You’ll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game.
By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
Table of Contents (22 chapters)
Preface
Exploring the Blueprint Editor
Programming with Blueprints
Actors and the Gameplay Framework
Understanding Blueprint Communication
Section 2: Developing a Game
Object Interaction with Blueprints
Enhancing Player Abilities
Creating Screen UI Elements
Creating Constraints and Gameplay Objectives
Section 3: Enhancing the Game
Building Smart Enemies with Artificial Intelligence
Upgrading the AI Enemies
Game States and Applying the Finishing Touches
Building and Publishing
Section 4: Advanced Blueprints
Data Structures and Flow Control
Math and Trace Nodes
Blueprints Tips
Introduction to VR Development
Other Books You May Enjoy
Customer Reviews