Greetings and welcome to the "Unreal Engine 5: Dungeon Crawler(Multiplayer)" course.
Throughout this program, we'll embark on an exhilarating journey crafting a third-person multiplayer game from the ground up, leveraging the formidable capabilities of Unreal Engine 5 and the integration of Steam for multiplayer functionality.
Greetings and welcome to the "Unreal Engine 5: Dungeon Crawler(Multiplayer)" course.
Throughout this program, we'll embark on an exhilarating journey crafting a third-person multiplayer game from the ground up, leveraging the formidable capabilities of Unreal Engine 5 and the integration of Steam for multiplayer functionality.
In this course, we'll explore the intricacies of game development, focusing on the creation of a thrilling dungeon crawler experience. Utilizing Unreal Engine's Blueprint system, we'll empower you to bring your vision to life with ease and efficiency. Whether you're a seasoned developer or just starting out, visual scripting offers an intuitive pathway to realizing your game mechanics without the complexities of traditional coding.
Our creative arsenal will be fortified with a wealth of free assets, generously provided by Epic Games, skilled artists, and various other sources. From breathtaking visual effects to immersive soundscapes, we'll harness these resources to elevate the ambiance and immersion of our game world.
As we progress through the course, you'll gain invaluable insights into multiplayer game design principles, learning to architect robust networking systems and implement engaging gameplay mechanics tailored for cooperative or competitive experiences.
By the end of this journey, you'll have crafted the prototype for your very own third-person multiplayer adventure, replete with intricately designed levels, dynamic combat encounters, and a captivating progression system.
So, without further delay, let's dive into the dynamic realm of game development and forge unforgettable experiences together.
Wishing you the best of luck and boundless creativity on your game development endeavors. Enjoy the journey.
We'll begin creating our first attack and stop the player from moving while attacking.
Greetings and welcome to the "Unreal Engine 5: Dungeon Crawler(Multiplayer)" course!
Throughout this program, we'll embark on an exhilarating journey crafting a third-person multiplayer game from the ground up, leveraging the formidable capabilities of Unreal Engine 5 and the integration of Steam for multiplayer functionality.
In this course, we'll explore the intricacies of game development, focusing on the creation of a thrilling dungeon crawler experience. Utilizing Unreal Engine's Blueprint system, we'll empower you to bring your vision to life with ease and efficiency. Whether you're a seasoned developer or just starting out, visual scripting offers an intuitive pathway to realizing your game mechanics without the complexities of traditional coding.
Our creative arsenal will be fortified with a wealth of free assets, generously provided by Epic Games, skilled artists, and various other sources. From breathtaking visual effects to immersive soundscapes, we'll harness these resources to elevate the ambiance and immersion of our game world.
As we progress through the course, you'll gain invaluable insights into multiplayer game design principles, learning to architect robust networking systems and implement engaging gameplay mechanics tailored for cooperative or competitive experiences.
By the end of this journey, you'll have crafted the prototype for your very own third-person multiplayer adventure, replete with intricately designed levels, dynamic combat encounters, and a captivating progression system.
So, without further delay, let's dive into the dynamic realm of game development and forge unforgettable experiences together!
Wishing you the best of luck and boundless creativity on your game development endeavors. Enjoy the journey!
We'll create our project, download assets to begin our game development journey.
We're going to download the advanced session plugin and configure the required settings.
Yes this seems early, but we will build and package our game to understand the process for future testing.
We'll setup the most used base classes for our project.
We'll configure our input mappings to be used to move our characters and use actions/abilities.
We'll go and add our Mapping controls to out Player controller.
We'll be creating our Base Character that other Player Characters will be derived from.
We'll create the child blueprint to begin setting up our first player character.
We'll configure the animation blueprint for our Swordsman character
We'll implement movement for our Swordsman and update the camera positioning
We'll configure all of our base actions in a fashion fit to be used for multiplayer.
We'll add an animation to play when the player attacks using their first action
We'll reverse the settings/variables when an attack completes to allow our player to move again.
We'll complete the logic for our sword swinging attack
We'll start creating our second action which will allow our player to "teleport" to a point damaging all enemies on the way.
We'll make sure that our Blink action runs on both the Server and client so it runs smoothly.
We'll complete our Blink action so it is fully functional.
We'll give our swordsman the ability to block incoming attacks.
We'll create our fourth action which gives our Swordsman the ability to perform an area attack damaging all enemies within a certain radius.
We'll create our base enemy that other AI enemies will be derived from.
We'll create our first Grub enemy and configure the animations.
We'll configure the enemy base to use the newly created AI controller.
We'll setup our enemy base to chase after a player.
We'll give our enemy the ability to attack when they reach the appropriate distance to the player.
We'll setup the melee attack collision and send damage to the player when hit.
We'll setup our enemy with the ability to be killed.
We'll setup a way to incorporate the use of mana into our actions.
We'll create our HUD widget and display it to the player screen.
We'll add the ability to have the HUD updated when a players Health/Mana are updated.
We'll complete the logic and handling of a players death.
We'll configure the necessary steps to respawn a player after they have died.
We'll go through the entire process of creating a new level, a HUD(Menu) for the main menu, and all new player characters/controllers required for this special level.
We'll make some changes to the Main Menu widget and begin adding the required buttons to make a successful main menu screen.
We'll go through the process of creating and joining our first multiplayer session.
We'll create the widget that will be used to show all found multiplayer games.
We'll finish the multiplayer menu by completing the browse and join game functionality.
We'll correct a couple of found bugs that have been left in previous lectures.
We're going to add tags to our variables and perform some additional cleanup.
We'll create our character select widget so a player can choose who they want to play as rather than being forced to use a specific character.
We'll spawn in our selected character for the player to use.
We'll fix the UI and add some logic to our game mode to keep track of players.
We'll create the Healer blueprint and add some additional functionality.
We'll add our Healer to be a selectable character in the widget.
We'll give our Healer the ability to attack.
We'll configure our second action for the healer to Heal all players within a certain Radius of the Healer.
We'll begin our 3rd action which perform a small damage over time effect.
We'll finish off our third action completing the DOT attack.
We'll begin creating our fourth action which will generate a sphere that hunts down nearby enemies and heals the player as it does damage.
We'll make sure that when the sphere spawns it faces the right direction when it heads towards an enemy.
We'll configure the logic for our sphere to hit multiple enemies.
We'll finish off our last action by having the sphere heal our player with every enemy it damages along the way.
We'll correct an issue with the camera colliding with dead enemies
We'll create a function to add mana over time for our characters.
We'll start the process of creating our AI Spawner Blueprint used to spawn enemies in our game
We'll finish our AI Spawner
We'll create the base pickup and requirements
We'll finish the health pickup
We'll create the interface for the gold pickup
We'll finish the gold pickup
We'll configure how the game will keep track of player kills
We'll create the widgets needed to show player stats on screen
We'll setup the interface required to retrieve all player stats
We'll pull all the info together and get it on screen for the player
We'll finish up our Widget by getting a players game name to display with their stats
We'll remove the capsule and box colliders from being seen while playing the game.
We'll have enemies drop an item based on a percentage chance
We'll add some sounds to play when an enemy is eliminated
We'll create the base upgrade blueprint and required interface
We'll create the widgets that will be displayed to the player
We'll add our newly created Upgrade widget to screen
We'll begin adding the upgrade widgets to our Main Upgrade Screen HUD
We'll tidy up a few things before setting up our first upgrade
We'll begin the process of implementing upgrades for our swordsman
We'll disable the buttons for an upgrade when a player cant afford them
We'll finish off the swordsman upgrades
We'll create the required blueprints and begin the process of generating our dungeons.
We'll finish the starting room area and store all rooms and exit points for future use.
We'll begin the logic of how we will spawn rooms past the initially spawned room.
We'll not only spawn more rooms but make sure they spawn in the correct location and directions.
We'll work through the logic of detecting when a room is spawned on to of an existing room.
We'll work through the process of handling a room when it is spawned on top of an existing room.
We'll configure logic to mandate that certain rooms are included in our dungeon.
We'll finish the logic for creating required rooms within the dungeon.
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