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Create a Simple Shoot-em-up in Unreal Engine 4 Blueprints

Learn to create a simple shoot-em-up using Unreal Engine 4 Blueprints all the way from a blank solution to a fully packaged build with main menu, pause menu, game over screen, UI sounds, and music.

Create a Simple Shoot-em-up in Unreal Engine 4 Blueprints

Learn to create a simple shoot-em-up using Unreal Engine 4 Blueprints all the way from a blank solution to a fully packaged build with main menu, pause menu, game over screen, UI sounds, and music.
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Take a brief look at the final result of what you will learn to build from scratch.
Let's learn about the game that we will be creating from scratch.
Let's create a Blank Project and Import all the assets required for this game.
Download the Asset files from here.
We will create a Blank Project in this chapter and import all the assets into that Project.
In this section, we shall be creating the Turret Blueprint, adding sockets to the Static Mesh, and write the logic for Turret rotation.
In this chapter, we shall be adding sockets to the Turret Static Mesh.
In this chapter, we shall be writing the logic for rotating the Turret.
In this section, you will learn to code the firing behavior of the Turret and also set up a Projectile for it.
In this chapter, we will write the initial logic for turret firing.
In this chapter, we will be setting up the Projectile for the Turret with all its attributes.
In this chapter, we will finally fire from the Turret and also add firing sounds.
In this chapter, we will be setting up the Collision parameters of our Turret Projectile.
In this short section, you will learn to set up the Enemy Character and also make the default level navigable by using a NavMesh.
In this chapter, we will be setting up the Enemy Character with his own Body Materials, etc...
In this chapter, we will learn to use the NavMesh Bounds Volume to make our Level navigable and also write some simple logic for making the Enemy move.
In this section, you will get an introduction on Blueprint Interfaces which we will be using to write Damage functions.
A theoretical explanation of Blueprint Interfaces.
In this chapter, we will be using Blueprint Interfaces for writing the Damage and Death functions.
This is one of the shortest sections in this course, where you will learn to create a simple Blueprint that generates waves of Enemies with a set interval period between any two waves.
In this chapter, we will be creating an Actor Blueprint that will contain the logic for generating waves of enemies spawning from different locations in a random fashion in the Map.
In this section, we will set up the Player's Health and also create the Blood Splash effect when the Player loses health.
In this chapter, we will be setting up the health parameters of the Player.
In this chapter, we will use the Blood spatter image to create a Blood Splash Effect that will get triggered every time the player loses health.
In this chapter, we will modify an existing Particle Effect to make it look like Blood squirting out of the Enemy's body when he gets shot and also adds Death Animations for him.
In this section, we will use UMG(Unreal Motion Graphics) to design and implement the Game HUD, Main Menu, Pause Menu, and the Game Over Screen.
In this chapter, we will be creating a simple HUD for our game.
In this chapter, we will be creating the Main Menu for our game.
In this chapter, we will be creating the Pause Menu for our game.
In this chapter, we will be creating the Game Over Screen for our game.
In this section, we will be creating a very simple level for our game and also adding the Background Music and simple UI sounds.
In this chapter, we will be setting up the only level in our game.
In this chapter, we will be adding the Background Music found in the Starter Content and simple UI sounds like the sounds for Button Clicks.
In the final section of this course, we will be Packaging our simple game as a Windows Build.
In this chapter, we will package the Project as a Standalone Windows Build.

You will learn to create a simple shoot-em-up game where you as the player, will be manning a double-barrel stationary turret with the ability to rotate 360 degrees and shoot down waves of human enemies charging towards you. Every contact with the enemy results in depletion of health.

What will you learn in this course? 

  • Using sockets created in the static mesh in Blueprints to code common behavior like firing.
  • Implement automatic firing weapon behavior.
  • Use NavMesh volumes to make the level navigable for AI entities.
  • Understanding Blueprint Interfaces and how to use it for implementing functionalities like damage and enemy death.
  • Create a simple system for generating endless waves of enemies from various positions on the map.
  • Using progress bars from UMG to indicate player health.
  • Using UMG to create the main menu, pause menu, and game over screen.
  • Packaging the game as a Windows Standalone Build.

Requirements

  • You should have Unreal Engine 4 version 4.15 or higher.
  • You should have basics knowledge of Unreal Engine 4 Editor and basic Blueprints.
  • You should have an operating System - Windows 10 installed on your PC.
Take a brief look at the final result of what you will learn to build from scratch.
Let's learn about the game that we will be creating from scratch.
Let's create a Blank Project and Import all the assets required for this game.
Download the Asset files from here.
We will create a Blank Project in this chapter and import all the assets into that Project.
In this section, we shall be creating the Turret Blueprint, adding sockets to the Static Mesh, and write the logic for Turret rotation.
In this chapter, we shall be adding sockets to the Turret Static Mesh.
In this chapter, we shall be writing the logic for rotating the Turret.
In this section, you will learn to code the firing behavior of the Turret and also set up a Projectile for it.
In this chapter, we will write the initial logic for turret firing.
In this chapter, we will be setting up the Projectile for the Turret with all its attributes.
In this chapter, we will finally fire from the Turret and also add firing sounds.
In this chapter, we will be setting up the Collision parameters of our Turret Projectile.
In this short section, you will learn to set up the Enemy Character and also make the default level navigable by using a NavMesh.
In this chapter, we will be setting up the Enemy Character with his own Body Materials, etc...
In this chapter, we will learn to use the NavMesh Bounds Volume to make our Level navigable and also write some simple logic for making the Enemy move.
In this section, you will get an introduction on Blueprint Interfaces which we will be using to write Damage functions.
A theoretical explanation of Blueprint Interfaces.
In this chapter, we will be using Blueprint Interfaces for writing the Damage and Death functions.
This is one of the shortest sections in this course, where you will learn to create a simple Blueprint that generates waves of Enemies with a set interval period between any two waves.
In this chapter, we will be creating an Actor Blueprint that will contain the logic for generating waves of enemies spawning from different locations in a random fashion in the Map.
In this section, we will set up the Player's Health and also create the Blood Splash effect when the Player loses health.
In this chapter, we will be setting up the health parameters of the Player.
In this chapter, we will use the Blood spatter image to create a Blood Splash Effect that will get triggered every time the player loses health.
In this chapter, we will modify an existing Particle Effect to make it look like Blood squirting out of the Enemy's body when he gets shot and also adds Death Animations for him.
In this section, we will use UMG(Unreal Motion Graphics) to design and implement the Game HUD, Main Menu, Pause Menu, and the Game Over Screen.
In this chapter, we will be creating a simple HUD for our game.
In this chapter, we will be creating the Main Menu for our game.
In this chapter, we will be creating the Pause Menu for our game.
In this chapter, we will be creating the Game Over Screen for our game.
In this section, we will be creating a very simple level for our game and also adding the Background Music and simple UI sounds.
In this chapter, we will be setting up the only level in our game.
In this chapter, we will be adding the Background Music found in the Starter Content and simple UI sounds like the sounds for Button Clicks.
In the final section of this course, we will be Packaging our simple game as a Windows Build.
In this chapter, we will package the Project as a Standalone Windows Build.

About the instructors

Neosphere Interactive

Game Developer
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Neosphere Interactive is a Mumbai based Game Development Company that was co-founded by two like-minded gentlemen with the main objective of creating Indian Military-themed PC games based on real-world military operations and fictitious geo-political affairs with a focus on Military Operations. We also create Game Development courses for various portals mostly based on the games that we develop ourselves.

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