Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

Introduction

In the previous chapters, we learned how we can reproduce the Third Person Template project offered to us by the Unreal Engine team in order to understand some of the basic concepts of UE4's workflow and framework.

In this chapter, you will start creating another game from scratch. In this game, the player will control a character from a top-down point of view (similar to games such as Metal Gear Solid 1, 2, and 3). A top-down perspective implies that the player controls a character that is seen as if it was being looked down upon, usually with the camera rotation being fixed (the camera doesn't rotate). In our game, the player character must go from point A to point B without being hit by dodgeballs that are being thrown at the player by the enemies that are spread throughout the level. The levels in this game will be maze-like in nature, and the player will have multiple paths to choose from, all of which will have enemies trying to throw dodgeballs at the...