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[F473.Ebook] Free Ebook Building an RPG with UnrealFrom Packt Publishing - ebooks Account

Free Ebook Building an RPG with UnrealFrom Packt Publishing - ebooks Account

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Building an RPG with UnrealFrom Packt Publishing - ebooks Account

Building an RPG with UnrealFrom Packt Publishing - ebooks Account



Building an RPG with UnrealFrom Packt Publishing - ebooks Account

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Building an RPG with UnrealFrom Packt Publishing - ebooks Account

Get to grips with building the foundation of a role player game using Unreal Engine 4

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 level.

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.

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.

  • Sales Rank: #1724221 in Books
  • Original language: English
  • Dimensions: 9.25" h x .82" w x 7.50" l, 1.36 pounds
  • Binding: Print on Demand (Paperback)

About the Author

Steve Santello

Steve Santello is a well-seasoned educator and veteran of the game industry from Chicago, Illinois, USA. His cross-disciplinary study in art, design, programming, and project management has allowed him to explore every facet of game development. As an educator, he has used his passion to teach others about game development, and has populated the game industry with many talented developers over the years. He has worked on over 10 different titles as a 2D and 3D artist for the Chicago game developer Babaroga. With Babaroga, he worked as one of the four artists on many mobile titles published by EA such as Spore Origins, The Godfather Game, and Pictionary: The Game of Quick Draw. He also worked on many mobile titles published by Disney Interactive, such as Hannah Montana In Action and Meet the Robinsons. He and his development team also developed a number of original IPs such as Babaroga Eats Children and BEES!. Since 2006, Steve has also been a university professor. He helped pioneer the Digital Entertainment and Game Design program at ITT Technical Institute in St. Rose, LA, and also the Game and Simulation Programming program at DeVry University in Addison, IL. He has also served as an adjunct professor at the Illinois Institute of Art, Chicago, where he taught game prototyping as a team manager and acting producer. On the side, he developed game and simulation prototypes and plans to release his first two independent games, which were developed with Unreal Engine 4 sometime in 2015. He has writing contributions in Game Development Essentials: Game Interface Design 2nd Edition, Kevin Saunders and Jeannie Novak, Delmar Cengage Learning. In that book, he wrote about the past, present, and future of the user interface in games, which included breaking down the HUD in games such as Deadspace, and talked about how he and his team designed the user interface in Spore Origins. Steve is currently working towards tenure as a CIS gaming instructor at the College of DuPage in Glen Ellyn, Illinois, USA. Although he is very proud of his success, he knows that all his combined experiences have played a major role in where he resides today.



Alan R. Stagner

Alan R. Stagner is an independent developer. He was introduced to programming by his father; he sought out different ways to create games in a variety of languages. Most recently, he found the Unity game engine and was instantly hooked, and discovered his love of multiplayer game development. He has also dabbled in database and server programming from time to time, mostly involving PHP and MySQL, with recent forays into ASP.NET.

Most helpful customer reviews

4 of 5 people found the following review helpful.
Some OK concepts throughout, but overall can't recommended
By BD
I've had similar issues to what others have said. I've had a back and forth with the publisher on a couple issues, was told they weren't issues, and had no real acceptable resolution. There are several instances where we're told to do something in the text, but the sample code does not reflect the instructions.

The book even describes the setting of the RPG as taking place in a tower where you fight your way to the top through enemies until you reach the villain. At no point are these aspects of the book addressed.

I will say that the early chapters of the book were nice, though. Walking through the creation of a game design document was helpful. And some practices presented in the book were illuminating (such as the use of UDataTable systems).

Overall, though, I can't really recommend the book as a whole.

4 of 5 people found the following review helpful.
Code full of bugs as is and not in line with general good practices for development.
By Ruben Baeza
Like other reviewers here already noted, the code is chock-full of problems stemming from the fact that the author asks you to create a class based on Actor, for example, and replace the entirety of the pregenerated class with new code leading to problems during compile time. This process is not in line with a good approach for UE4 development and just leads to more frustration than insight. The author does do a good job in the design process and breaking down some of the ideas of how you would think through the design and structure, but overall I cannot recommend this book.

4 of 5 people found the following review helpful.
One Star
By Amazon Customer
Don't buy this book until they fix the code. It's frustrating.

See all 5 customer reviews...

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