Unreal Engine 5: Dungeon Crawler(Multiplayer)
Unreal Engine 5: Dungeon Crawler(Multiplayer), available at $54.99, has an average rating of 4.73, with 137 lectures, based on 27 reviews, and has 491 subscribers.
You will learn about Use Unreal Blueprints visual scripting to create every aspect of your very own Third Person Game. Make your own complete game in Unreal Engine. Create your own playable levels, complete with enemies, pickups and interactables. How to package the project for friends and family to play. Create a game that can be played online using Steam This course is ideal for individuals who are Beginner/Intermediate Unreal Engine 5 Blueprint Scripting It is particularly useful for Beginner/Intermediate Unreal Engine 5 Blueprint Scripting.
Enroll now: Unreal Engine 5: Dungeon Crawler(Multiplayer)
Summary
Title: Unreal Engine 5: Dungeon Crawler(Multiplayer)
Price: $54.99
Average Rating: 4.73
Number of Lectures: 137
Number of Published Lectures: 137
Number of Curriculum Items: 137
Number of Published Curriculum Objects: 137
Original Price: $89.99
Quality Status: approved
Status: Live
What You Will Learn
- Use Unreal Blueprints visual scripting to create every aspect of your very own Third Person Game.
- Make your own complete game in Unreal Engine.
- Create your own playable levels, complete with enemies, pickups and interactables.
- How to package the project for friends and family to play.
- Create a game that can be played online using Steam
Who Should Attend
- Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
Target Audiences
- Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
Greetings and welcome to the “Unreal Engine 5: Dungeon Crawler(Multiplayer)” course!
Throughout this program, we’ll embark on an exhilarating journey crafting a third-person multiplayer game from the ground up, leveraging the formidable capabilities of Unreal Engine 5 and the integration of Steam for multiplayer functionality.
In this course, we’ll explore the intricacies of game development, focusing on the creation of a thrilling dungeon crawler experience. Utilizing Unreal Engine’s Blueprint system, we’ll empower you to bring your vision to life with ease and efficiency. Whether you’re a seasoned developer or just starting out, visual scripting offers an intuitive pathway to realizing your game mechanics without the complexities of traditional coding.
Our creative arsenal will be fortified with a wealth of free assets, generously provided by Epic Games, skilled artists, and various other sources. From breathtaking visual effects to immersive soundscapes, we’ll harness these resources to elevate the ambiance and immersion of our game world.
As we progress through the course, you’ll gain invaluable insights into multiplayer game design principles, learning to architect robust networking systems and implement engaging gameplay mechanics tailored for cooperative or competitive experiences.
By the end of this journey, you’ll have crafted the prototype for your very own third-person multiplayer adventure, replete with intricately designed levels, dynamic combat encounters, and a captivating progression system.
So, without further delay, let’s dive into the dynamic realm of game development and forge unforgettable experiences together!
Wishing you the best of luck and boundless creativity on your game development endeavors. Enjoy the journey!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: The Setup
Lecture 1: Setting up our project
Lecture 2: Installing Multiplayer Plugins(Advanced Sessions)
Lecture 3: Build our project(5.3.X)
Lecture 4: Build Our Project(5.4.2) [BONUS]
Lecture 5: Setup Base Blueprint Classes
Lecture 6: Configure Input Mappings
Chapter 3: A Few Basics
Lecture 1: Adding Mapping Context
Lecture 2: Creating the Player Base Character
Chapter 4: The first Character(Swordsman)
Lecture 1: Create The Swordsman Blueprint
Lecture 2: Swordsman Animation
Lecture 3: Character Movement
Lecture 4: Base Character(Input Actions)
Lecture 5: Swordsman (Action 1)
Lecture 6: Swordsman (Action 1) Animation
Lecture 7: Allow Player to Move After Attack Completes
Lecture 8: Swordsman (Action 1) Complete
Lecture 9: Swordsman (Action 2) Blink
Lecture 10: Swordsman (Action 2) Blink (Client/Server configuration)
Lecture 11: Swordsman (Action 2) Complete
Lecture 12: Swordsman (Action 3) Block
Lecture 13: Swordsman (Action 4) Ground Smash
Chapter 5: The first Enemy(Grub)
Lecture 1: Creating the Enemy Base
Lecture 2: Create the GRUB and Animation
Lecture 3: Apply the AI Controller to the Enemy
Lecture 4: Enemy Chase
Lecture 5: Enemy Attack
Lecture 6: Enemy Attack(Do Damage)
Lecture 7: Enemy Death
Chapter 6: Player Necessities Mana/HUD/Death/Respawn
Lecture 1: Adding Mana Costs
Lecture 2: Create the HUD
Lecture 3: Update HUD
Lecture 4: Player Death
Lecture 5: Respawn Player
Chapter 7: Creating the Main Menu
Lecture 1: Main Menu Level/HUD/Requirements
Lecture 2: Main Menu Update
Lecture 3: Create Multiplayer Session
Lecture 4: Browse Game Widget
Lecture 5: Browse and Join Game
Chapter 8: Previous Work Cleanup and Beyond
Lecture 1: Bug Fixes
Lecture 2: Variable Cleanup
Lecture 3: Character Select Widget
Lecture 4: Spawn Selected Character
Lecture 5: UI Fix and Game Mode Updates
Chapter 9: The second Character(Healer)
Lecture 1: Creating the Healer Blueprint
Lecture 2: Select Character(Update)
Lecture 3: Healer (Action 1) Mace Swing
Lecture 4: Healer (Action 2) Heal Players
Lecture 5: Healer (Action 3) Concentrate
Lecture 6: Healer (Action 3) Concentrate Complete
Lecture 7: Healer (Action 4) Attack Sphere
Lecture 8: Healer (Action 4) Spawning The Sphere Correctly
Lecture 9: Healer (Action 4) Hitting Multiple Enemies
Lecture 10: Healer (Action 4) Healing
Chapter 10: Bug Fixes and AI Spawner
Lecture 1: Camera Collision Bug Fix
Lecture 2: Player Mana Regeneration
Lecture 3: AI Spawner – Part 1
Lecture 4: AI Spawner – Part 2
Chapter 11: Pickups, Extras and Player Stats
Lecture 1: Create the Base Pickup
Lecture 2: Finish the Health Pickup
Lecture 3: Gold Pickup – Part 1
Lecture 4: Gold Pickup – Part 2
Lecture 5: Capturing Enemy Kill Count
Lecture 6: Creating the Stats Widgets
Lecture 7: Game Mode Interface for Stats
Lecture 8: Getting Stats on Screen
Lecture 9: Getting Display/Steam Names
Chapter 12: Enemy Polishing
Lecture 1: Cleanup Enemy Visuals
Lecture 2: Enemy Drops
Lecture 3: Enemy Death Sounds
Chapter 13: Ability Upgrades
Lecture 1: Setup the Upgrade Blueprint
Lecture 2: Create Upgrade Widgets
Lecture 3: Add Upgrade Widget to Screen
Lecture 4: Adding Ability/Action Upgrade Widgets
Lecture 5: Tidying Up
Lecture 6: Swordsman Upgrades
Lecture 7: Grey Out Unusable Buttons
Lecture 8: Finishing Swordsman Upgrades
Chapter 14: Procedural Dungeon
Lecture 1: Creating the required Blueprints
Lecture 2: Finishing the Start Area Storing Rooms/Exits
Lecture 3: Spawn Next Room
Lecture 4: Spawning More Rooms(In the correct Location)
Lecture 5: Find Overlapping Rooms
Lecture 6: Handling an Overlapped Room
Lecture 7: Making a Required Room(Part 1)
Lecture 8: Making a Required Room(Completed)
Instructors
-
John Ringel
Systems Engineer and College Professor
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 7 votes
- 5 stars: 20 votes
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