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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (22) Chapters Close

Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Going forward


Now that you have a base pickup class with one type of pickup, I suggest you do two more things: first, keep building different pickups that affect the character differently, for example, a weapon pickup, a health pickup, and so on.

Secondly, I would suggest you write a small class that places the pickups around the level. As you know, lots of games are based on randomness, but the majority of them are based on the design of the level. I mean, some games force us to put the collectables one by one around the levels at certain places, while other games are based on an algorithm or a system that places pickups all around the level.

Go ahead, find the best for you and do it. In Bellz, I was trying to show you the way, and I found it is enough to create the pickups. decide how to place them around in a level, and investigate. Go ahead and do it.

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