Building an Unreal RTS Game: The Basics
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Building an Unreal RTS Game: The Basics

Learn the Real Time Strategy (RTS) genre, using Unreal Engine 4
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0.0 (0 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
6 students enrolled
Created by Packt Publishing
Last updated 5/2017
English
Current price: $10 Original price: $125 Discount: 92% off
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Includes:
  • 2.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • The audience will learn how to implement an RTS-style free roaming cameraselecting non-playablecharacters (NPCs) through mouse input
  • Using basic Artificial Intelligence (AI) and Pathfinding to have selected NPCs move around a level
  • How to modify Navigation Mesh (Nav Mesh) data to be able to implement varied and interesting gameplay
  • How to add a second unit to the game,how to make a unit attack,how to create Destructible environments, and finally bring everything together with an RTS-style user interface using Unreal Motion Graphics (UMG).
View Curriculum
Requirements
  • This course is aimed at game developers who are familiar with Unreal Engine 4, and video game development in general, but want to learn more about gameplay programming in Unreal Engine 4 including techniques that will save time in their own Unreal Engine 4 projects, and help to make their projects even better.
  • SOFTWARE REQUIREMENTS: OS- Windows/MAC, Unreal Engine 4
  • MINDSET: This is a Crash Course 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.
Description

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.

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).

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.

About the Authors

Jonathan A. Daley is a co-founder of independent game studio Nacelle Games, which he founded with his wife Carrie Daley, in 2014. Since then they've shipped several games and apps for iOS and tvOS, as well as consulted on several VR projects. Jonathan has programmed and designed over 20 games and apps since 2013, using everything from the Unreal Engine 4 and Unity 3D game engines, to programming games and apps from scratch in Xcode and Visual Studio.

Who is the target audience?
  • This course is aimed at game developers who are familiar with Unreal Engine 4, and video gamedevelopment in general, but want to learn more about gameplay programming in Unreal Engine 4including techniques that will save time in their own Unreal Engine 4 projects, and help to make theirprojects even better.
Compare to Other Unreal Engine Courses
Curriculum For This Course
13 Lectures
02:15:50
+
Implementing an RTS-Style Free Roaming Camera
4 Lectures 35:15

This video gives overview of the entire course.

Preview 01:13

The template we are using in Unreal Engine 4 does not use a free roaming camera. We have to create one utilizing a Pawn class. We alsohave to integrate it into the GameMode.

Creating a New Pawn Class for Controlling the Camera
09:27

The Top Down Template comes with some key bindings, but we will add some more. Then we will implement controlling the camera's movement through the use of Input Axis Events, and finally we will test the camera setup.

Implementing Keyboard Controls through Key Bindings
11:53

Most games in the RTS genre allow their camera to zoom in on the action. We can implement this functionality by modifying the SpringArm's Target Length dynamically, using Action Mappings.

Implementing Camera Zoom
12:42
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Implement Selecting NPCs Using Mouse Input
3 Lectures 35:42

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.

Preview 11:15

Utilizing a Blueprint Interface, we will implement a unit's ability to be selected, and will also implement tracking, in the GameController about what units have been selected.

Implementing Selection of NPCs Using Mouse Input
14:24

We need to modify the Decal Material, and how it is used in the Infantry_CharBluepint so that it can be used as an indication to the player that a unit is selected.

Utilizing Material Instancing & Decals for (UI) Feedback of Mouse Input
10:03
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Implementing Basic AI for NPC Movement
3 Lectures 33:12

In this video we’ll be creating an AIController, and an Input Action, to allow us to begin programming movement for our infantry unit.

Preview 08:01

In this video we’re going to setup the User Interface for sending commands to our Infantry Units.

Implementing Responses to Mouse Input through Visual Feedback in UI
12:00

In this video, we will take advantage of Unreal Engine 4's powerful navigation and pathfinding system by utilizing the AIController class to direct Infantry Units to move to a specific location chosen by the player clicking in the game world.

Implementing Utilization of AIController to Have NPCs Path to a Desired Location
13:11
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Modifying Navigation Mesh (Nav Mesh) Data to Implement Varied Gameplay
3 Lectures 31:41

In this video, we’ll discuss several ways to begin modifying Navigation in your levels, including how to set Actors with collision interact with the Nav Mesh, reviewing Area Classes for Navigation, and how to use the Nav Modifier Volume.

Preview 13:12

In this video, we add some stairs and a platform to demonstrate how to use the Nav Mesh Bounds Volume to add verticality to our levels when using a navigation mesh.

Modifying Nav Mesh Data with Nav Mesh Bounds Volume
06:47

In this video, we will review how characters use the Navigation Mesh to determine where they can safely traverse a level. Then we will add custom paths into the Navigation System by using a Nav Link Proxy, and finally, we will link together several Nav Link Proxies to create complex custom paths.

Customizing Pathfinding with Nav Link Proxy
11:42
About the Instructor
Packt Publishing
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Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.

With an extensive library of content - more than 4000 books and video courses -Packt's mission is to help developers stay relevant in a rapidly changing world. From new web frameworks and programming languages, to cutting edge data analytics, and DevOps, Packt takes software professionals in every field to what's important to them now.

From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

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