In this course, we will develop a tiny resource gathering game inspired by famous series like "Anno" or "The Settlers" using Epic’s fantastic Unreal Engine in Version 5.1. No worries: All lessons have been tested on Version 5.2 as well.
We will create a simple building placement system and we will have workers like lumbers and masons looking for resources, gathering them and bringing them back home for processing. The resources will be available to build more stuff and so on.
In this course, we will develop a tiny resource gathering game inspired by famous series like "Anno" or "The Settlers" using Epic’s fantastic Unreal Engine in Version 5.1. No worries: All lessons have been tested on Version 5.2 as well.
We will create a simple building placement system and we will have workers like lumbers and masons looking for resources, gathering them and bringing them back home for processing. The resources will be available to build more stuff and so on.
At the end, we will have 3 resources: gold, wood and stone - gold will be collected in form of taxes paid by citizens living in houses, wood will be collected by lumbers and stone will be collected by masons. Resources like a tree will deplete after some harvesting and the lumber will look for the next tree nearby to continue harvesting.
We will be using some nice, colorful 3D models from the permanently free section of Epic’s market place as well as animations available for free on Mixamo.
All programming will be done using Unreal’s blueprint editor system. All coding will be done from scratch and we will use highly flexible approaches to have a cool and expandable base system that can easily be extended to other resources, more complex multi-step production chains, etc.
There’s no prior coding or Unreal experience needed to follow and understand the lessons, some basic knowledge of programming concepts like collections, loops, if-branches and some understanding of vector math will surely help though.
You should have access to a reasonable modern and fast computer (running either Windows or Mac OS) as Unreal Engine need some decent computing power to run smoothly.
This video gives a short introduction on the course contents. We will develop a tiny resource gathering game inspired by famous series like Anno or the Settlers using Epic’s fantastic Unreal Engine in Version 5.1.
We will create a simple building placement system and we will have workers like lumbers and masons looking for resources, gathering them and bringing them back home for processing.
The resources will be available to build more stuff and so on.
At the end, we will have 3 resources: gold, wood and stone - gold will be collected in form of taxes paid by citizens living in houses, wood will be collected by lumbers and stone will be collected by masons. Resources like a tree will deplete after some harvesting and the lumber will look for the next tree nearby to continue harvesting.
In this lesson, I’ll run you quickly through the process of installing Unreal 5.1 on a Windows machine.
In this lesson, I’ll run you quickly through the process of installing Unreal Engine 5.1 on a Mac.
In this video, we will create our Unreal project and we will have a first look a the basic elements of the Unreal Editor.
In this video, we will have a short look on object orientation and inheritance in general as well as what that specifically means in Unreal.
In this video, we will write, compile and execute our first own blueprint class.
In this video we will define our goals - and to do so, we will use a so called game design document.
In this video, we will start to implement camera movement. We will create a camera pawn which we will move around. It contains a spring arm with a camera attached and reacts to user inputs to move it forwards and backwards for the start.
In this video, we will continue to implement the camera movement. We already can move the camera forwards and backwards, and the next thing to take care of is camera rotation.
In this video we will finish the camera movement by adding strafing and zooming.
In this video we will start the task to place a building. We will learn how to define trace channels and how to find the world coordinates where the mouse cursor hits our floor pane. Then we will move a block to these coordinates. Clicking the mouse button will place the block permanently.
In this video we will take care of overlapping buildings. We will learn about collision events of overlapping objects and we'll implement a grid to nicely snap and align objects.
In this lesson, we will change the block's material to color it in different colors depending on whether it can be placed or not. We will introduce the concept of enumerations to reflect the building's current state.
In this video we will build our first real building, a lumber, based on what we’ve built so far. We will learn how to import assets from Epic's market place and we'll re-color materials.
In this video we will import a character and an animation. We will also define a range for our lumber building in which he looks for trees to chop.
In this video, we will make our lumber worker move towards the nearest tree.
In this video, we will have our worker start harvesting when he arrives at the resource. We will do some refactoring to move the logic to control the worker into a state machine inside the worker blueprint itself.
In this video, we will have our worker walk back to his home, after chopping a tree for some time. Therefore, we will have a look at timer functions in Unreal.
In this video, we will equip our worker with a tool while chopping and add a pile of wood in his hands while walking back. For that, we will have a look on slots in a skeleton to attach meshes like a hammer to a character. We’ll also finish our lumber with having a short animation while processing the loot into wooden planks as resource to use for building.
In this video, we will create a new type of building, a mason and a new resource type - rocks. The logic will be the very same - the mason should look for nearby rocks, go there, harvest them and carry them back home. We will see, how easy it is, to integrate new resource buildings based on our flexible blueprint class hierarchy.
We'll also have a very brief look on particle systems to implement a small fire on the chimney of our mason building.
In this video, we will start to create a basic User interface for our game. We will get to know the so called UMG or Unreal Motion Graphics system, how to use and combine UI elements and how to implement UI logic in blueprints.
In this video, we will add resource status bar at the very top of the screen. The technique is very similar to what we used in the last lesson.
In this video, we will complete our resource bar at the top. To do so, we have to implement, that the resource amounts in the bar get updated whenever a worker finishes processing new units of wood or stone. We'll have a look at maps and how to dynamically address different UI elements to update them.
In this video, we will add a new building type - simple houses - where our citizens or - as we will call them - tax payers will live in and give us a new resource: coins!
In this lesson, we will implement that creating new buildings reduces our resources in stock. We want to be able to define per building, how much it costs of which resource.
In this lesson, we will implement depleting resources. Therefore, we will give resources an amount of units that will be reduced whenever a worker harvests some of it. When the units left is zero or less, the resource gets destroyed.
In this lesson we will make sure, that workers always react properly on destroyed resources - e.g. by finding the next resource to go for harvesting or by going "home".
In this video, we will introduce some visual effects and enhancements to make our little game looking better.
In this video, we want to replace the boring letters in our UI buttons with colorful icons. We will learn how to import and use icons in a UI widget.
In this video will implement small resources icon appearing above a resource building whenever a resource has been processed. For that, we'll use a UI element within a blueprint. We'll also animate elements within a UI blueprint using keyframe animations.
In this final video, we will make our little game way more colorful by adding a landscape and some foliage.
We'll also go through the contents of the whole course in a short summary and see, what we've learned!
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