
intro the Course
Create a turn-based puzzle game in Unreal using blueprints, with node-based mouse clicks for movement, teleporting, distractions, and basic enemy interactions, later porting to C++.
Explore a complete Unreal Engine project built with Paragon assets, featuring blueprint gameplay and a twin blast hero with enemies, plus optional C++ source and restart steps.
Compare blueprints and c++ in Unreal Engine, detailing visual scripting, memory management, and performance tradeoffs. Prototype quickly in blueprint, then convert to c++ for final gameplay systems and engine customization.
Explore Unreal Engine's gameplay framework, focusing on the game mode as a container for rules and functions, plus the player controller and default pawn, enabling level transitions and widget communication.
Explore design patterns as template solutions for game programming, including singleton, state, observer, component, flyweight, and object pool, to optimize memory and computer resources in Unreal.
Explore the singleton design pattern in Unreal Engine, using the game instance as a persistent global manager accessible from blueprints and C++, and subsystems for engine tools and data storage.
The state design pattern is a behavioral pattern that changes an object's behavior via its internal state, demonstrated in Unreal with enums and state machines controlling movement and animation.
Create the node blueprint in Unreal Engine, with a base mesh, four panels, decoration mesh, a box collider, a node collider, and a Niagara teleport effect for the end node.
Implement turn-based movement in Unreal with blueprints and C++. Test node-to-node navigation using a hero controller and camera, with orientation to movement and set actor location.
Create a base pickup blueprint with a static mesh and collider, then implement stone and pistol pickups via an enum and state design pattern to enable throwing or shooting.
Create two user interface widgets with victory and defeat textures for a turn-based puzzle game: a next-level prompt and a restart-or-quit option, connected to the game mode.
Create a camera animation blueprint in Unreal using blueprints, wiring an enemy base character with idle and move states, a montage slot, and death blending driven by alive state.
Build and configure a camera AI controller blueprint in Unreal, adjust the camera mesh and animation blueprint, sense the hero, disable the player, and update the blackboard for behavior transitions.
in this course we will create a turn based puzzle game like Lara Croft Go and Hitman Go . we will start by
- Understanding the different usage of blueprints vs C++ and which one is best to use
- Understanding Unreal Engine Gameplay Framework and how these foundation class can help and speed our gameplay programming . I will talk about the Actors , Pawn , Character , Player Controller , Game Mode
-Understanding the game programming design patterns how these blueprint solutions can help our code and make it more extendable and reliable
I will talk about 7 useful patterns that include Singleton , State , Observer , Component , Command , Flyweight , Object pool
- I will talk how we can approach this game design with power point slide show
- Create our player , Node , Enemies , AI , Game Mode , Widgets in blueprints and in the end you will have fun complete playable turn based puzzle game
- if you like to code in C++ then it's time to Convert the project to C++ . What are the best practice's to do that and my coding style .
the purpose of this game is to enhanced and develop unreal engine users how to understand the engine gameplay framework and how to solve your gameplay programming with these design patterns and learn to prototype first then convert to C++