Mô tả

This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you've ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you've ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!

In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine's built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game's code base looks like. If you've ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.

The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:

  • Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.

  • A modular dungeon pack that can be pieced together to make basic dungeons

  • A waypoint shrine and obelisks

  • Particle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!

  • Sound effects for enemies, footsteps, spells, and more!

  • Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!

  • Full animation sets for Aura and all enemies

  • Much more!

In this course, we will be covering the following topics:

  • Setting up a Top-Down Project from scratch

  • Enemy and item selection with outline effects

  • Proper use of OOP and inheritance to create a character class hierarchy

  • Intro to the Gameplay Ability System and the core classes that comprise it

  • Custom Gameplay Ability System Components and Attribute Sets, and how to replicate Attributes

  • All important settings for all GAS classes and components

  • How to use Attributes for player stats, including Primary Attributes:

    • Strength (increases physical damage)

    • Intelligence (increases magical damage)

    • Resilience (increases Armor and Armor Penetration)

    • Vigor (increases Max Health)

  • Secondary Attributes, based off of primary attributes and other custom variables:

    • Armor (reduces damage taken, improves Block Chance)

    • Armor Penetration (ignores percentage of enemy Armor, increases Critical Hit Chance)

    • Block Chance (change to cut incoming damage in half)

    • Critical Hit Chance (chance to double damage plus critical hit bonus)

    • Critical Hit Damage (bonus damage added when a critical hit is scored)

    • Critical Hit Resistance (reduces critical hit chance of attacking enemies)

    • Health Regeneration (amount of Health restored every 1 second)

    • Mana Regeneration (amount of Mana restored every 1 second)

    • Max Health (maximum amount of Health obtainable)

    • Max Mana (maximum amount of Mana obtainable)

  • Vital Attributes - things like Health and Mana, which are dependent on all the other attributes

  • Gameplay Effects - classes in the GAS system used to apply changes to attributes

  • Gameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagine

  • Game UI - how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine's new ViewModel feature)

  • Full Attribute and Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and more

  • Attributes - how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damage

  • Gameplay Abilities - the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs.

  • Different RPG Classes - we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your game

  • Damage and Combat - we implement a full RPG style combat system with different damage types, damage resistances, and debuffs corresponding to damage types, and encode these calculations into our damage pipeline. All attributes, damage types, resistances and debuffs are functional in this game.

  • All combat mechanics are displayed in some form of visual feedback to the player. This includes floating text for damage, changing color based on custom criteria, floating text to inform of critical hits, blocked hits, and critical blocked hits. We also implement knockback and stun mechanics in response to lightning damage, incapacitating the character/enemy, as well as fire debuffs, where characters are set ablaze and take fire damage while burning.

  • Enemy AI - We implement the enemy behavior using Unreal Engine Behavior Trees and the Environment Query system (EQS) to provide customized behavior for the Ranged, Warrior, and Elementalist enemy types.

  • Enemies can cast spells and summon AI minions

  • Fading geometry when it gets in the way of the camera for a top-down game

  • Ability Cost and Cooldown (spells spend Attribute resources - in this game, spells cost Mana)

  • Fully functional HUD with Equipped Spells, displaying spell cooldown timers, and experience (XP)

  • The ability to assign Abilities to different inputs in the spell menu (assign FireBolt to the 1 key and Electrocute to the Left Mouse Button, swap them back, etc.)

  • Experience and Level-Up System - We craft an experience system, awarding XP for eliminating enemies, and leveling up when reaching XP thresholds for various abilities. XP and Level are displayed in the HUD, and Level Up messages and effects are as well. Leveling up is associated with gaining Attribute Points and Spell Points, which can be used to upgrade Attributes and Spell abilities in the Attribute and Spell Menus respectively, as well as topping off Health and Mana upon Leveling Up. (Basically, you will see enough examples of how to use this system that you'll be able to expand it with any functionality you want for your own games)

  • Passive Spells - Spells that you can equip which remain active while they are equipped.

  • A variety of Offensive Spells, showcasing different examples and features of GAS, including FireBolt, Electrocute, Arcane Shards, and FireBlast.

  • Saving Progress and Level Transitions

  • Intermediate/Advanced Unreal Engine topics, including custom Async Tasks, Ability Tasks, Blueprint Function Libraries, Asset Managers, Singletons (and why these are only good for a VERY select few cases), custom Gameplay Effect Contexts, Net Serialization, Struct Ops Type Traits, C++ Lambdas, game mechanics algorithms, and oh, so much more.

  • How to choose which functionality should go into C++ versus Blueprint - This is one of the most valuable lessons, and is taught all throughout the course. Students often ask me "which functionality should go in C++ versus in Blueprint?" This course is my answer. This is a serious-scale project foundation with over 100 hours of video, and no filler. The project is architected with approximately 50% Blueprints and 50% C++. I show you which functionality should be on the C++ side, which functionality is more appropriate for Blueprints, and why.

  • SOLID Coding Principles and code architecture - We keep our code base clean in this project. Another question I often get is "Is this BEST CODING PRACTICE???" This course is my answer to this question. This is an example of code you would see in a AAA game, shipped to millions of players. Maintaining clean and modular code is essential to a serious game project that needs to be scalable, expandable, modular, maintainable, testable, performant, and efficient. This course will show you how.

This is not a beginner course. I expect you to already understand the C++ programming language and have at least created one Unreal Engine C++ project. I recommend that you take the following courses before this one, if you haven't already:

Learn C++ for Game Development, by Stephen Ulibarri

Unreal Engine 5 C++ The Ultimate Game Developer Course, by Stephen Ulibarri

OR already have equivalent knowledge, whether you obtained it through self-study or other resources/tutorials. If you already have game development experience and feel like you can handle it, feel free to jump in! If the C++ code seems too over your head, take a look at the above two courses, as they teach you everything you need to know to have a smooth and fun experience in this course. Everything that isn't covered in these two courses will be explained in depth, and I'm assuming you know nothing about GAS or the advanced topics we cover in this course.

This course is my best course yet, and I'm very proud to bring you the Unreal Engine 5 - Gameplay Ability System - Top Down RPG course, the result of nearly a year of painstaking development, research, consultation with professionals, and asset creation. After taking this course, you will understand Unreal Engine far better than the average developer, and you'll be empowered to create your own well-architected projects, large and small, and you'll bring value to your team, your company, your solo venture, and anyone/anything else you grace with your skillset.

Join the course, join the awesome Druid Mechanics Discord Community, and invest in the biggest leap of your game development career.

Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community

This course project is created in Unreal Engine version 5.2.

Bạn sẽ học được gì

Unreal Engine's Gameplay Ability System

Multiplayer Gameplay Mechanics

Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more

SOLID coding principles and AAA quality code architecture

How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game

Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game

All core features of the Gameplay Ability System

Code debugging tools and practices

Yêu cầu

  • Knowledge of the C++ Programming Language
  • Fundamentals of Unreal Engine C++ - have at least created one Unreal Engine C++ project

Nội dung khoá học

33 sections

Introduction

1 lectures
Introduction
12:07

Project Creation

15 lectures
Rider Coupon - 4 Free Months
01:26
Project Creation
04:56
Setting up Version Control
06:46
The Base Character Class
10:00
Player and Enemy Characters
06:09
Character Blueprint Setup
12:13
Animation Blueprints
14:30
Enhanced Input
09:43
Aura Player Controller
11:14
Movement Input
16:14
Game Mode
13:23
Enemy Interface
06:38
Highlight Enemies
17:44
Post Process Highlight
13:19
Section 2 Quiz
3 questions

Intro to the Gameplay Ability System

9 lectures
The Gameplay Ability System
12:14
The Main Parts of GAS
08:46
The Player State
04:28
Ability System Component and Attribute Set
05:08
GAS in Multiplayer
10:29
Constructing the ASC and AS
12:13
Replication Mode
07:44
Init Ability Actor Info
22:01
Section 3 Quiz
3 questions

Attributes

5 lectures
Attributes
06:59
Health and Mana
17:44
Attribute Accessors
12:05
Effect Actor
24:20
Section 4 Quiz
3 questions

RPG Game UI

10 lectures
Game UI Architecture
07:36
Aura User Widget and Widget Controller
10:39
Globe Progress Bar
28:38
Health Globe
10:38
Aura HUD
08:14
Overlay Widget Controller
32:56
Broadcasting Initial Values
25:37
Listening for Attribute Changes
11:58
Callbacks for Mana Changes
11:02
Section 5 Quiz
3 questions

Gameplay Effects

13 lectures
Gameplay Effects
07:41
Effect Actor Improved
29:48
Instant Gameplay Effects
20:26
Duration Gameplay Effects
18:21
Periodic Gameplay Effects
16:17
Effect Stacking
14:36
Infinite Gameplay Effects
12:55
Instant and Duration Application Policy
04:16
Infinite Effect Application and Removal
28:37
PreAttributeChange
12:16
PostGameplayEffectExecute
30:57
Curve Tables for Scalable Floats
15:19
Section 6 Quiz
3 questions

Gameplay Tags

17 lectures
Gameplay Tags
05:55
Creating Gameplay Tags in the Editor
07:42
Creating Gameplay Tags from Data Tables
06:22
Adding Gameplay Tags to Gameplay Effects
00:15
Apply Gameplay Tags with Effects
18:18
Gameplay Effect Delegates
12:46
Get All Asset Tags
10:34
Broadcasting Effect Asset Tags
10:03
UI Widget Data Table
12:40
Retrieving Rows from Data Tables
16:17
Broadcasting Data Table Rows
15:49
Message Widget
15:24
Animating the Message Widget
17:38
Replacing Callbacks with Lambdas
09:44
Ghost Globe
33:43
Properly Clamping Attributes
09:41
Section 7 Quiz
5 questions

RPG Attributes

12 lectures
Initialize Attributes from a Data Table
14:44
Initialize Attributes with Gameplay Effects
15:52
Attribute Based Modifiers
09:09
Modifier Order of Operations
11:08
Modifier Coefficients
06:54
Secondary Attributes
13:47
Derived Attributes
31:39
Custom Calculations
06:14
Player Level and Combat Interface
13:07
Modifier Magnitude Calculations
37:27
Initializing Vital Attributes
07:47
Section 8 Quiz
3 questions

Attribute Menu

22 lectures
Attribute Menu - Game Plan
05:20
Attribute Menu - Framed Value
11:08
Attribute Menu - Text Value Row
08:28
Attribute Menu - Text Value Button Row
06:43
Attribute Menu - Construction
18:43
Button Widget
21:34
Wide Button Widget
09:19
Opening the Attribute Menu
07:06
Closing the Attribute Menu
05:40
Plan for Displaying Attribute Data
10:07
Gameplay Tags Singleton
09:52
Aura Asset Manager
14:48
Native Gameplay Tags
09:10
Attribute Info Data Asset
15:46
Attribute Menu Widget Controller
05:17
Aura Ability System Blueprint Library
15:05
Constructing the Attribute Menu Widget Controller
17:07
Attribute Info Delegate
20:30
Widget Attribute Tags
16:01
Mapping Tags to Attributes
37:58
Responding to Attribute Changes
16:07
Section 9 Quiz
4 questions

Gameplay Abilities

16 lectures
Gameplay Abilities
05:09
Granting Abilities
15:07
Settings on Gameplay Abilities
18:31
Input Config Data Asset
22:19
Aura Input Component
14:52
Callbacks for Ability Input
12:46
Activating Abilities
27:22
Click To Move
16:23
Setting Up Click to Move
18:17
Setting Up Auto Running
11:48
Implementing Auto Running
11:42
Code Clean Up
11:29
Aura Projectile
14:25
Aura Projectile Spell
13:37
Spawning Projectiles
22:33
Section 10 Quiz
4 questions

Ability Tasks

16 lectures
Ability Tasks
16:54
Sending Gameplay Events
10:38
Spawn FireBolt from Event
05:50
Custom Ability Tasks
20:18
Target Data
06:10
Send Mouse Cursor Data
13:42
Receiving Target Data
16:11
Prediction in GAS
10:53
Orienting the Projectile
16:55
Motion Warping
15:16
Projectile Impact
16:05
Projectile Collision Channel
09:31
Projectile Gameplay Effect
23:42
Enemy Health Bar
30:23
Ghost Bar
20:56
Section 11 Quiz
3 questions

RPG Character Classes

6 lectures
RPG Character Classes
06:24
Character Class Info
07:27
Default Attribute Effects
04:28
Curve Tables - CSV and JSON
29:52
Initializing Enemy Attributes
22:40
Section 12 Quiz
2 questions

Damage

18 lectures
Meta Attributes
04:29
Damage Meta Attribute
08:44
Set By Caller Magnitude
07:37
Ability Damage
14:46
Enemy Hit React
26:52
Activating the Enemy Hit React Ability
17:32
Enemy Death
12:49
Dissolve Effect
22:19
Floating Text Widget
15:03
Showing Damage Text
25:24
Execution Calculations
06:29
Damage Execution Calculation
08:39
ExecCalcs - Capturing Attributes
28:27
Implementing Block Chance
18:30
Implementing Armor and Armor Penetration
12:25
Damage Calculation Coefficients
24:57
Implementing Critical Hits
17:23
Section 13 Quiz
4 questions

Advanced Damage Techniques

15 lectures
The Gameplay Effect Context
34:48
Custom Gameplay Effect Context
14:24
NetSerialize
27:41
Implementing Net Serialize
07:23
Struct Ops Type Traits
07:46
Aura Ability System Globals
11:17
Using a Custom Effect Context
23:00
Floating Text Color
19:23
Hit Message
16:17
Damage Types
20:25
Mapping Damage Types to Resistances
10:23
Resistance Attributes
21:30
Resistance Damage Reduction
17:42
Multiplayer Test
23:59
Section 14 Quiz
3 questions

Enemy AI

15 lectures
Enemy AI Setup
04:43
AI Controller Blackboard and Behavior Tree
15:41
Behavior Tree Service
15:35
Blackboard Keys
16:13
Finding the Nearest Player
15:58
AI and Effect Actors
15:12
Behavior Tree Decorators
18:39
Attack Behavior Tree Task
14:43
Find New Location Around Target
14:43
Environment Query System
03:24
Environment Queries
09:29
EQS Tests
09:59
Distance Test
05:21
Using EQS Queries in Behavior Trees
11:44
Section 15 Quiz
3 questions

Enemy Melee Attacks

14 lectures
Melee Attack Ability
24:41
Attack Montage
08:05
Combat Target
15:16
Melee Attack Gameplay Event
16:12
Get Live Players Within Radius
32:07
Causing Melee Damage
15:31
Multiplayer Melee Test
03:13
Montage Gameplay Tags
07:26
Tagged Montage
09:36
Multiple Attack Sockets
09:10
Ghoul Enemy
11:58
Ghoul Attack Montages
12:49
Melee Polish
21:56
Section 16 Quiz
2 questions

Enemy Ranged Attacks

10 lectures
Ranged Attack
06:50
Rock Projectile
03:21
Ranged Damage Curve
03:47
Granting Ranged Attacks
02:51
Slingshot Attack Montage
05:20
Playing the Ranged Attack Montage
13:53
Spawning the Rock Projectile
14:03
Slingshot Animation Blueprint
11:40
Slingshot Attack Montage
13:11
Section 17 Quiz
3 questions

Enemy Spell Attacks

6 lectures
Goblin Shaman
07:31
Shaman Attack Montage
04:06
Shaman Attack Ability
10:33
Dead Blackboard Key
07:18
Enemies Multiplayer Testing
08:48
Section 18 Quiz
1 question

Enemy Finishing Touches

27 lectures
Goblin Spear - Sound Notifies
06:19
Impact Effects
16:35
Melee Impact Gameplay Cue
18:58
Montage and Socket Tags
22:13
Goblin Spear - Hurt and Death Sounds
07:19
Goblin Slingshot - Sound Notifies
04:31
Rock Impact Effects
07:01
Goblin Shaman - Sound Notifies
04:11
Ghoul - Sound Notifies
10:21
Ghoul - Swipe Trail
04:48
Demon Blueprint
05:55
Demon Melee Attack
14:50
Demon Ranged Attack
11:04
Demon - Sound Notifies
09:43
Demon - Dissolve Effect
01:56
Shaman Summon Locations
28:23
Async Spawn Times
10:34
Summoning Particle Effect
04:54
Select Minion Class at Random
06:01
Minion Summon Montage
05:48
Minion Count
07:34
Elementalist Behavior Tree
09:35
Elementalist Attack Task
14:11
Decrementing Minion Count
12:18
Adding Juice with Tweening
08:25
Enemies Final Polish
19:42
Section 19 Quiz
3 questions

Level Tweaks

5 lectures
Level Lighting and Post Process
28:39
Texture Streaming Pool Over Budget
20:41
Flame Pillar Actor
13:23
Fade Actor
24:49
Fading Out Obstructing Geometry
26:00

Cost and Cooldown

15 lectures
Health Mana Spells Widget
16:19
Spell Globe
20:04
Adding Spell Globes
15:21
XP Bar
10:25
Ability Info Data Asset
20:01
Initialize Overlay Startup Abilities
13:26
For Each Ability Delegate
19:46
Binding Widget Events to the Ability Info Delegate
18:55
Gameplay Ability Cost
12:29
Gameplay Ability Cooldown
09:22
Cooldown Async Task
38:18
Cooldown Tags in Ability Info
06:58
Showing Cooldown Time in the HUD
13:43
Modeling Mode
13:02
Section 21 Quiz
3 questions

Experience and Leveling Up

16 lectures
Experience and Leveling Up
14:03
Level Up Info Data Asset
16:10
Adding XP to the Player State
11:05
Listening for XP Changes
17:55
Awarding XP Game Plan
06:51
XP Reward for Enemies
16:36
Incoming XP Meta Attribute
04:13
Passively Listening for Events
18:38
Sending XP Events
14:40
Showing XP in the HUD
14:51
Level Up Interface Function
16:59
Leveling Up
21:56
Showing Level in the HUD
24:37
Level Up Niagara System
17:02
Level Up HUD Message
18:17
Section 22 Quiz
2 questions

Attribute Points

7 lectures
Attribute Points Member Variable
09:11
Showing Attribute Points in the HUD
08:25
Attribute Upgrade Buttons
08:34
Upgrading Attributes
18:43
Top Off Our Fluids
14:12
Attribute Menu Polish
16:08
Section 23 Quiz
1 question

Spell Menu

34 lectures
Spell Menu Design
06:00
Spell Globe Button
13:10
Offensive Spell Tree
11:45
Passive Spell Tree
09:19
Equipped Spell Row
16:57
Spell Menu Widget
19:52
Spell Description Box
12:05
Spell Menu Button
24:29
Spell Menu Widget Controller
28:45
Constructing the Spell Menu Widget Controller
21:46
Equipped Row Button
26:05
Ability Status and Type
13:33
Showing Abilities in the Spell Tree
24:07
Ability Level Requirement
12:09
Update Ability Statuses
12:34
Updating Status in the Spell Menu
14:07
Show Spell Points
10:10
Selecting Icons
12:12
Deselecting Icons
07:01
Spell Menu Buttons
39:22
Selected Ability
12:14
Spending Spell Points
29:55
Rich Text Blocks
12:59
Spell Descriptions
19:26
FireBolt Description
12:37
Cost and Cooldown in Spell Description
33:40
Self Deselect
11:17
Equipped Spell Row Animations
17:33
Ability Types
22:47
Equipping Abilities
42:03
Updating the Overlay When Equipping Abilities
09:52
Globe Reassigned
07:11
Unbinding Delegates
05:38
Section 24 Quiz
4 questions

Combat Tricks

14 lectures
Debuff Tags
17:45
Debuff Parameters
06:16
Damage Effect Params Struct
24:36
Using Damage Effect Params
14:27
Determining Debuff
23:40
Debuff Info in the Effect Context
18:51
Debuff in the Attribute Set
15:16
Dynamic Gameplay Effects
24:36
Debuff Niagara Component
26:18
Death Impulse Magnitude
05:25
Death Impulse in the Effect Context
12:30
Handling Death Impulse
18:56
Knockback
35:08
Section 25 Quiz
4 questions

What a Shock

23 lectures
FireBolt Projectile Spread
28:39
Spawning Multiple Projectiles
15:28
Homing Projectiles
21:10
Click Niagara System
03:41
Invoke Replicated Event
24:30
Aura Beam Spell
16:37
Electrocute Montage
21:24
Player Block Tags
13:58
GameplayCue Notify Paths
13:38
Gameplay Cue Notify Actor
19:13
Electrocute Looping Sound
06:18
Target Trace Channel
09:37
First Trace Target
28:39
Additional Targets
23:37
Shock Loop Cues on Additional Targets
16:16
Electrocute Cost Cooldown and Damage
08:54
Applying Electrocute Cost and Damage
14:20
Electrocute Polish
24:50
Explode Dem FireBoltz
07:36
Stun
47:55
Stun Niagara System
16:49
Shock Loop Animations
20:19
Section 26 Quiz
2 questions

Passive Spells

11 lectures
Passive Spell tags
02:31
Aura Passive Ability
08:08
Passive Ability Info
07:55
Passive Tags in Spell Tree
07:23
Passive Tags in Spell Tree
00:12
Multiple Level Up Rewards
10:18
Multiple Level Up Rewards
00:12
Passive Ability Activation
37:30
Passive Ability Activation
00:12
Passive Niagara Component
30:31
Section 27 Quiz
2 questions

Arcane Shards

18 lectures
Magic Circle
12:25
Spawning Magic Circles
11:35
Magic Circle Interface Functions
09:56
Arcane Shards Spell
13:25
Wait Input Press
08:58
Anti Aliasing and Moving Decals
04:10
Point Collection
46:45
Async Point Locations
10:21
Gameplay Cue Notify Burst
17:26
Arcane Shards Montage
14:36
Radial Damage Parameters
00:12
Setting Radial Damage Parameters
00:12
Radial Damage with Falloff
00:12
Tying Radial Damage All Together
00:12
Ignore Enemies while Magic Circle Active
00:12
Knockback Force and Death Impulse Overrides
00:12
Spell Descriptions
00:12
Section 28 Quiz
2 questions

Fire Blast

10 lectures
FireBlast Ability
00:12
FireBlast Cost and Cooldown
00:12
Aura Fire Ball
00:12
Spawning FireBalls
00:12
FireBall Timelines
00:12
Causing FireBall Damage
00:12
FireBall Explosive Damage
00:12
Empty Cooldown Texture
00:12
Execute Local Gameplay Cues
00:12
Section 29 Quiz
1 question

Saving Progress

23 lectures
Saving Progress
00:12
Main Menu
00:12
Play and Quit Buttons
00:12
Vacant Load Slot
00:12
Enter Name Load Slot
00:12
Taken Load Slot
00:12
Load Menu
00:12
MVVM
00:12
View Model Class
00:12
Constructing a View Model
00:12
Load Slot View Model
00:12
Switching the Widget Switcher
00:12
Save Game Object
00:12
Binding Variables to ViewModels
00:12
Load Slot Status
00:12
Enabling the Select Slot Button
00:12
Enabling Play and Delete Buttons
00:12
Are You Sure Widget
00:12
Deleting a Slot
00:12
Map Name Field Notify
00:12
Saving the Map Name
00:12
Traveling to the Saved Map
00:12
Section 30 Quiz
3 questions

Checkpoints

15 lectures
Choose Player Start
00:12
Default Player Start
00:12
Saving the Player Start Tag
00:12
Checkpoint
00:12
Save Progress Interface Function
00:12
Saving Player Data
00:12
Loading Player Data
00:12
Initializing Attributes from Disk
00:12
Showing Player Level in Load Screen
00:12
Saving Abilities
00:12
Loading Abilities
00:12
Data Structures for Saving Data
00:12
Saving World State
00:12
Loading World State
00:12
Section 31 Quiz
2 questions

Map Entrance

18 lectures
Different Highlight Colors
00:12
Highlight Interface
00:12
Targeting Status
00:12
Highlighting Non-Enemies
00:12
Set Move-To Location
00:12
Beacons
00:12
Map Entrance
00:12
Dungeon Stair Entrance
00:12
Dungeon Entrance Blueprints
00:12
Polish Menu
00:12
Spawn Volumes
00:12
Player Death
00:12
Loot Tiers
00:12
Loot Effects
00:12
Loot Drop Curve
00:12
Pickup Sounds
00:12
Quit Button
00:12
Section 32 Quiz
1 question

Course Conclusion

3 lectures
Quest - Levels
00:12
Conclusion
00:12
End of Course Quiz!
1 question

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