Overview
Syllabus
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Introduction
Create the project and import the assets
Quick scene with the landscape tool
Add the assets to the map
Fix the materials
Add a landscape material and paint the zones
Import the needed assets from Megascans
Add the normal textures to the landscape material
Break
Framework classes and set up
Player camera
Input for the camera movement with keyboard
Camera movement with mouse Input
Polishing camera movement
Creating the base building and town hall
Clicking the buildings
Selection indicator
Make the selection indicator work
Adding the deselection
Polishing deselection and add interface communication
Fixing the dwarf materials
Adding a worker unit
Take a break and review what we have done
Add selection decal to our unit
Select the Unit
Use the blueprint component to activate the selection decal
Inputs and logic to send movement to the units
Make the unit move
Click location indicator
Add gold resource
Define when you are clicking the floor
Define interface action when you are clicking gold
Implement the gather resource function
Add animations to moving and mining
Mining interaction between the worker and the resource
Storing the amount of resource in the worker
Adding states to our unit
Implementing a better way of handling our animations
Using the game mode to store important information about the game
Going to the town hall after mining a resource
Getting the gold
Repeating the behavior
Break
Show money in the HUD
Update de HUD values
Polishing gathering gold mechanic
Interact with building
Finish the gathering gold mechanic
Show that the mine is exhausted
Resource gathered effect
Fix more buildings assets
Build a little town
Break
Selection collision actor
Change marquee dimension
Resize the Box Collision
Select the workers
Fix selection bug
Deselect units
Deselect units when the marquee is active
Remove marquee
Selecting and deselecting
Selection marquee in the HUD
Resize the HUD marquee
Marquee position
Marquee size
Health bars
Connect the health bar to the health
Update the health when damaged
Health bars for buildings
Enemies AI Controller
Sending orders to the enemy
Sending the Attack order
Attack order
Player workers can also attack
Finish the attack
Break
Lose the game
Lose game event
Show Lose screen
Implement Lose Screen
Fix broken references
Enemy spawner
Spawning waves
Collisions and obstacles
Disappearing assets
Landscape warnings
Selection component
Scale the indicator
Reuse the component
Learning to debug
Learning to use breakpoints
Fix selection marquee errors
Fix navigation issues
Remove end game errors
Remove health bars
Conclusions
Taught by
UNF Games