So, I decided it’s time to try implementing some cool gameplay feature. What to implement? Well, what’s the first thing a player in a multiplayer RPG does? Choose a race and class, that’s right. Since I’m going with a classless system but also because I’m not quite sure how…
It looks like Luke’s moisture farm (I’m just kidding BTW – this is a fantasy/medieval RPG, after all) has turned into a decrepit old air conditioner from NYC in the 1970’s. Enough of that for now.
How are we gonna learn how to make 3D models for our video game? The same way we learn how to do everything in life, Pinky… YouTube video tutorials. Here we can see the Armando in its native habitat, attempting to create what appears to be a moisture…
Whoever said “fire makes everything look better” clearly never said that at all. However, built-in fire effects-generators from Unreal Engine FTW.
Managed to sort out that UV mapping problem for now. Nothing crazy, I’m not a texture artist or anything yet (those are marble and stone textures that came with Unreal Engine), but I did design that wicked ceiling!
Apparently, it’s not a good idea to build your final level using “brushes,” or models created in the Unreal Engine editor itself. Instead, one creates a “brush” as a placeholder, then build a real model in a program such as Blender or 3ds Max to those proportions. So,…
I had to take this feature out of the game for now, but I was able to implement a basic move-to-location on mouse click for my main character. I was also able to control a second character with the mouse while controlling the main character with the keyboard….
So, to develop a multiplayer game using Unreal Engine on Steam, it would be handy to be able to *test* aforementioned game *on Steam.* Luckily enough, Valve allows just that. Disguised as “Space Wars,” anybody who’s developing a game on UE4 can program in the temporary project identification information…
Let’s see… I’ve played around with real-time strategy click-to-move controls, first-person perspective, simultaneous player and “pet” control and a few other fun things like this stupid looking health bar and some basic terrain/landscape creation. That water doesn’t work and none of it worked in multiplayer, but I…
After many grueling hours, I’ve decided to pursue *just* the visual-based blueprint programming built into Unreal Engine, which it compiles into C++ automatically. It’s essentially the same process, but instead of looking up what variables, inputs, outputs are required by the format of each function, the program…