This is the overview page of this guide in which you can view the contents.
These 4 parts combined set a great foundation to build any type of game with, because they set you up with a great development workflow.
- 1.Understanding the proper ue4 workflow
- 2.Creating a game using Blueprints
- 3.Player data mangement
- 4.Releasing your game on steam
This part covers the fundamentals of Unreal Engine and its tools, including the Unreal Editor interface, some programming basics, and other important aspects you should know as you begin your journey with Unreal Engine. This part also covers why we use Unreal Engine to begin with, and basic important information such as the license agreement that you have with Unreal Engine, basically, the costs of the engine. And overall will set you up with a proper UE4 workflow. To name some headliners in this part of the guide:
- 1.installing the engine
- 2.Creating and opening projects, using templates
- 3.Navigating the editor
- 4.How to playtest your game
just basics to get you comfortable with using the editor
- What are blueprints?
- What is an event graph?
- What are variables?
- What are nodes?
- What are events?
- What are functions?
within this topic we will also look at the overall:
This subtopic is dedicated to describing the commonly used terms when working with Unreal Engine 4. For example, if you find yourself asking questions like "What is an Actor", "What is a Component", or "What is a Pawn", this topic will highlight and provide descriptions for those types of questions combined with examples.
The framework systems that we cover in this topic form the foundation of your games gameplay in Unreal Engine. The gameplay framework can be divided into three categories: gametype, player, and interface. Each of these is responsible for a particular aspect of the gameplay and each is comprised of one or more systems and classes that define the different parts and how they work together.
- 1.Game Flow. (the startup process of your game)
- 2.Blueprint classes such as: PlayerController, Pawn, Character
- 3.Gameplay classes such as GameMode, GameState, and PlayerState
- 4.And how the User interface is mixed in and combined with these classes.
- 5.And cover the core logic of UE4 multiplayer.
Basically this topic will help you understand what to program where, how to make code communicate with each other throughout your game, how to share data, and trigger events. Overall this topic will help you program your game in the proper, and optimized way, and on top of that, your game will also be fully multiplayer ready.
Not only will I teach you the correct workflow for UE4, no, I will also show you practical copy-paste examples of all of the above in part two of the guide so that you will actually know how to apply what we have learned.
In this part of the guide we use the correct development workflow shown and taught throughout part 1 of the series and put this workflow to the test through creating a Third-person multiplayer platformer. The goal here is to get you familiarized with implementing the TUUUEG workflow into your own game, regardless of its genre. So even though we decided to create a third-person platformer for this guide, you could just as well use this workflow to create any other genre game such as for instance a singleplayer storytelling game, a multiplayer racing game, or a small MMO type plaza.
- 1.Setting up a clean project from scratch
- 2.Setting up a custom Pawn class (with animations and physics and all)
- 3.Setting up the Player Controller class
- 4.Setting up the Game instance, Game Mode, Game State and Player state classes
- 5.Working with interfaces
- 6.Creating the User interface
- 7.Setting up a multiplayer matchmaking system using Steam’s Online Subsystem
- 8.Adding overall game goals
- 9.And adding overall game interactions and functionality
Overall the above setup will summarize a nice game that uses features most games use.
In this part of the guide we learn about player data management. This means that we learn of ways to save player data.
We will cover player data management solutions such as backend as a service (BaaS) solutions like Playfab or Gamesparks, and also look into other solutions such as setting up Custom databases, or a simple local data storage system.
- Account creation system
- Player data management
- Cloud functions
- A player profile, with basic information about a player such as a username and profile pic
- Player inventory system
- Player quest status systems
- A player’s friends list
In this part we take you step by step through
- 1.How to package your game
- 2.How to setup a Steam Store Page
- 3.How to upload your game to steam and version control your game (Updates)
- 4.How to test your game with friends
- 5.And finally how to actually release your game so that people can buy it!