Book Image

Building an Unreal RTS Game: The Basics [Video]

By : Jonathan A. Daley
Book Image

Building an Unreal RTS Game: The Basics [Video]

By: Jonathan A. Daley

Overview of this book

<p><span id="description" class="sugar_field">In this course, you will learn about gameplay programming in Unreal Engine 4, using examples from the well-known Real Time Strategy (RTS) genre. You will become familiar with how versatile the structure of the Unreal Engine is, and how it can be used to create many kinds of game. Beginning with implementing an RTS-style free roaming camera from scratch, you will then move on to selecting Non-Playable Characters (NPCs) through mouse input, and using basic Artificial Intelligence (AI) and Pathfinding to have selected NPCs move around a level. Finally, the course will cover how to modify Navigation Mesh (Nav Mesh) Data to provide varied and interesting gameplay. </span></p> <p><span id="description" class="sugar_field">Then, in Volume 2, you will add a second unit to the game, make a unit attack, create destructible environments, and finally bring everything together with an RTS-style user interface using Unreal Motion Graphics (UMG).</span></p> <p><span id="description" class="sugar_field">The topics covered in this course will not only form the basis for an RTS game, but will also introduce various concepts that underlie gameplay programming in Unreal Engine 4.</span></p> <h2><span class="sugar_field">Style and appraoch</span></h2> <p><span class="sugar_field"><span id="trade_selling_points_c" class="sugar_field">Beginning with implementing an RTS-style free roaming camera from scratch. Audience will be introduced to various concepts that underlie gameplay programming in Unreal Engine 4</span></span></p>
Table of Contents (4 chapters)
Chapter 2
Implement Selecting NPCs Using Mouse Input
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Section 1
Modifying Top Down Character Template Class to Serve as Basis for an Infantry Unit
The TopDown Character Blueprint that came with the Top Down Template has a lot of what we need for an infantry unit, but it also has a lot of extra things we don't need. - Remove unneeded code and camera components - Add Action Mapping to allow for Selection control - Create a Blueprint Interface to use more extensively later in the course