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Platforming Game Mechanics in Unreal 5

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Thomas Yanuziello

3:53:50

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  • 1. Course Outline.mp4
    02:09
  • 2. Project Setup.html
  • 1. Walking.mp4
    04:07
  • 2. Running.mp4
    17:08
  • 3. Acceleration.mp4
    21:55
  • 4. Deceleration.mp4
    15:34
  • 5. Niagara.mp4
    21:07
  • 6. Locomotion Case Study.html
  • 7. Locomotion Project.html
  • 1. Jumping.mp4
    06:30
  • 2. Jump Height.mp4
    08:57
  • 3. Jump Gravity.mp4
    12:19
  • 4. Variable Jump.mp4
    09:51
  • 5. Double Jump.mp4
    11:26
  • 6. Jumping Case Study.html
  • 7. Jumping Project.html
  • 1. Falling.mp4
    06:23
  • 2. Coyote Time.mp4
    05:47
  • 3. Jump Buffer.mp4
    08:35
  • 4. Air Control.mp4
    12:04
  • 5. Air Brakes.mp4
    09:31
  • 6. Falling Case Study.html
  • 7. Falling Project.html
  • 1. Import.mp4
    07:14
  • 2. Animate.mp4
    11:30
  • 3. Blend.mp4
    12:34
  • 4. Dash.mp4
    15:05
  • 5.1 leaf.zip
  • 5. Cooldown.mp4
    14:04
  • 6. Dashing Case Study.html
  • 7. Dashing Project.html
  • Description


    Learn about platforming game mechanics by building a prototype in Unreal 5 using blueprints!

    What You'll Learn?


    • Good gameplay mechanics that lead to a more satisfying player experience.
    • How to use Unreal Engine 5 and Blueprints to build a prototype game from scratch.
    • Learn how common gameplay mechanics are implemented and how you can implement them in your own games.
    • Complete a case study of a published platforming game to understand how and why the platforming mechanics were implemented they were by the game developer.
    • Develop, test, and tweak game mechanics to make your game mechanics fun.

    Who is this for?


  • Budding game developers who want to make their first game or a portfolio piece.
  • Experienced game developers who are interested in learning how to use the Unreal 5 engine.
  • Game developers who are experienced in 2D but want to try 3D.
  • Coders who want to learn how to use Blueprints for visual coding.
  • What You Need to Know?


  • Students should already have a basic understanding of the Unreal engine.
  • No programming experience necessary. Everything will be done in blueprints.
  • This course features many of the new features that are only accessible from Unreal Engine 5.
  • More details


    Description

    Welcome to my course on platforming game mechanics in unreal 5.

    In this course, we'll start with the Third Person Template project that is provided by Unreal 5, learn about the individual components of this project, how they work, and how we can build upon them.

    In the Locomotion section, we'll use the new Enhanced Input System to create event-driven input mechanics in the Event Graph, adding extra inputs as needed.  If this is your first time using blueprints, don't worry, we'll go over what the different nodes and variable types are.  You'll also learn about debugging practices and collecting useful data from test cases.  We'll also go over the Animation Blueprint, how State Machines work; how and when the character transitions between different animation states.  Plus we'll create visual effects using the new Niagara System and use both the event graph and animations to synchronize the effects with the gameplay.

    In the Jumping section, we'll go over tracking character states and introduce the Geometry system.  We'll go over how gravity is implemented in Unreal, physics constants, and how we can use them to affect the character's jump.  We'll define our character's capabilities, setting limits to what the character can and can't do.  I'll show you how to bind a custom event to the jump apex and use that to alter gravity scale.  You'll learn how to write functions which accept input parameters, how colliders work, and how events can be triggered by collisions in your game.  All this will help us create jumping mechanics which feel more natural, intuitive, and fun to play.

    In the falling section, we'll use the PlayerStart object to respawn the player, learning about Game Modes and Controllers.  We'll implement a variety of mechanics which provide player assistance that are common in games but break the laws of physics; Coyote Time, Jump Buffer, Air Control, and Air Brakes.  You'll learn more about different node and variable types in the event graph, and how animations can trigger events.

    In the dashing section, we'll import a new character and animations into Unreal.  We'll create a new Animation Blueprint and State Machine for our new character, and blend animations together.  Then we'll build an entirely new platforming mechanic for our new character; dashing.  We'll give this dash its own animation and special effects, and also learn about diegetic UI.

    I have lots more content planned for this course, and will be adding more sections as they are completed.

    Who this course is for:

    • Budding game developers who want to make their first game or a portfolio piece.
    • Experienced game developers who are interested in learning how to use the Unreal 5 engine.
    • Game developers who are experienced in 2D but want to try 3D.
    • Coders who want to learn how to use Blueprints for visual coding.

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    Focused display
    Thomas Yanuziello
    Thomas Yanuziello
    Instructor's Courses
    I am an indie game developer living in Toronto, Ontario, Canada.  I am an alumnus of the University of Windsor with a Bachelor of Computer Science.I have always loved games and get a lot of enjoyment out of both playing and designing them.I will be publishing a series of courses involving building indie games of various genres from scratch and taking them from prototyping all the way to production.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 21
    • duration 3:53:50
    • Release Date 2023/09/10