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Building an RPG with Unreal : get to grips with building the foundations of an RPG using Unreal Engine 4 /

Get to grips with building the foundations of an RPG using Unreal Engine 4.x About This Book Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently Create reusable code chunks and elements that can easily be integrated into other games A cost effective, step-by...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Santello, Steve (Autor), Stagner, Alan R. (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2016.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Santello, Steve,  |e author. 
245 1 0 |a Building an RPG with Unreal :  |b get to grips with building the foundations of an RPG using Unreal Engine 4 /  |c Steve Santello, Alan R. Stagner. 
246 3 |a Building a role-playing game with Unreal 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2016. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 |a Description based on online resource; title from cover page (Safari, viewed February 12, 2016). 
500 |a Includes index. 
505 0 |a Cover ; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with RPG Design in Unreal ; Tools for game design; Google Drive; Google Docs; Google Spreadsheets; Pencil and paper; The design and concept phase; Concept; Design; Describing the game's features and mechanics; Tropes in existing role-playing games; Stats and progression; Classes; Special abilities; RPG design overview; Setting; Exploration; Dialogue; Shopping; Gold; The pause screen; Party members; Equipment; Classes; Soldier; Combat; Combat stats 
505 8 |a Combat actionsAttack; Ability; After combat/victory; Loot; Experience; Experience and leveling; Stat increases; Learning abilities; Game over; Victory; Choosing the right formula; Summary; Chapter 2: Scripting and Data in Unreal ; Downloading Unreal; Downloading Visual Studio; Setting up Visual Studio for Unreal; Adding the Solution Platforms drop-down list; Disabling the Error List tab; Setting up a new Unreal project; Creating a new C++ class; Blueprints; Creating a new Blueprint; Adding a Blueprint to the scene; Blueprints for Actor classes; Using Data Tables to import spreadsheet data 
505 8 |a The spreadsheet formatA sample spreadsheet; The Data Table struct; Importing the spreadsheet; Querying the spreadsheet; Summary; Chapter 3: Exploring and Combat ; Creating the player pawn; The interface; The player controller; The pawn; The GameMode class; Adding the skinned mesh; Creating a camera component; Defining characters and enemies; Classes; Characters; Enemies; Party members; The GameInstance class; Turn-based combat; Performing actions; Making decisions; Target selection; Dealing with damage; Combat UI with UMG; UI-driven decision making; Creating the game over screen; Summary 
505 8 |a Chapter 4: Pause Menu Framework UMG pause screen initial setup; UMG background color; UMG text; UMG buttons; The UMG inventory submenu; The UMG equipment submenu; Key binding; Button programming; Summary; Chapter 5: Bridging Character Statistics ; Getting character data; Getting player instances; Displaying stats; Summary; Chapter 5: NPCs and Dialog ; Creating the NPC Character Blueprint; Interacting with the NPC; Dialog box setup; Creating an NPC welcome box; Adding an NPC talk box; Summary; Chapter 7: Gold, Items, and a Shop ; Setting and getting gold instances; Item data 
505 8 |a The shop screen frameworkThe item button framework; Linking the item data; Summary; Chapter 8: Inventory Population and Item Use ; Creating the FieldPlayer Booleans; Determining whether the inventory screen is on or off; Logical difference between the inventory and shop items; Finishing the inventory screen; Buying items; Using items; Summary; Chapter 9: Equipment ; The weapons Data Table; Setting the weapon and equipment screen variables; Creating the weapon button; Revisiting the equipment screen; Setting the equipment screen Text Blocks; Correcting the character stats when equipping 
520 |a Get to grips with building the foundations of an RPG using Unreal Engine 4.x About This Book Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently Create reusable code chunks and elements that can easily be integrated into other games A cost effective, step-by-step guide to building and customizing an entire framework for your RPG Who This Book Is For If you are new to Unreal Engine and always wanted to script an RPG, you are this book's target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build levels. What You Will Learn Program gameplay elements in C++ in Unreal Create custom game data for entities such as players and enemies Create a turn-based combat engine Design menu systems and blueprint logic Create an NPC and dialog system Integrate equipment and items Develop the foundations of a saving and loading system In Detail Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.12. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You'll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience. Style and approach You will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Fantasy games  |x Development. 
650 0 |a Computer games  |x Development. 
650 7 |a COMPUTERS.  |x Programming Languages  |x C++.  |2 bisacsh 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
650 7 |a UnrealScript (Computer program language).  |2 fast  |0 (OCoLC)fst01740999 
650 7 |a Video games  |x Design.  |2 fast  |0 (OCoLC)fst01166425 
700 1 |a Stagner, Alan R.,  |e author. 
830 0 |a Community experience distilled. 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781782175636/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
994 |a 92  |b IZTAP