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Download "Action RPG: Gameplay Abilities System | Inside Unreal"

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Unreal Engine
Epic Games
UE4
Unreal
Game Engine
Game Dev
Game Development
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Subtitles

00:00:03
WELCOME TO THE UNREAL
00:00:04
ENGINE NEWS AND COMMUNITY SPOTLIGHT!
00:00:07
THE LATEST EPISODE IN OUR VIRTUAL PRODUCTION PODCAST
00:00:09
SERIES HAS BEEN RELEASED.
00:00:10
IN IT, DIRECTOR ROBERT ZEMECKIS AND VFX SUPERVISOR KEVIN BAILLIE
00:00:15
DISCUSS WHAT IT TOOK TO BRING THE DOLLS IN WELCOME TO MARWEN
00:00:18
TO LIFE. LISTEN TO THE 50-MINUTE PODCAST OR DIVE INTO OUR BLOG
00:00:22
FOR AN OVERVIEW OF THEIR PROCESS FROM DIGITALLY MODIFYING
00:00:25
LIVE-ACTION BODY PARTS TO COMPOSITING TO MOCAP.
00:00:29
IN JUST TWO WEEKS WE’LL BE KICKING OFF THE FIRST #UE4JAM OF
00:00:33
THE YEAR -- OUR WINTER #UE4JAM. GAME JAMS ARE A GREAT CHANCE TO
00:00:36
PUT YOUR DEV SKILLS TO THE TEST OR TRY OUT NEW ASPECTS OF THE
00:00:39
ENGINE YOU MAY BE UNFAMILIAR WITH.
00:00:41
ALSO, YOU COULD WIN SNAZZY PRIZES FROM OUR SPONSORS!
00:00:44
BE SURE TO SIGN-UP AND STAY TUNED FOR MORE SPONSOR
00:00:46
ANNOUNCEMENTS LEADING UP TO THE JAM!
00:00:51
TODAY’S THE LAST DAY FOR JANUARY’S FEATURED FREE
00:00:54
MARKETPLACE CONTENT, WHICH INCLUDES AN AUDIO BUNDLE,
00:00:58
FOLIAGE, ENVIRONMENT, AND ANIMAL PACKS, AND A MASTER MATERIAL FOR
00:01:02
CREATING A VARIETY OF PROGRESS BARS. IF YOU HAVEN’T SNAGGED
00:01:06
THIS MONTH’S ASSETS, DO SO BEFORE THEY ROTATE OUT!
00:01:11
ON TO OUR FANTASTIC WEEKLY KARMA EARNERS. THIS LOVELY FOLKS ARE
00:01:14
JUMPING IN ANSWERHUB AND HELPING THEIR FELLOW DEVS FIND
00:01:21
SOLUTIONS. MANY MANY THANKS TO: CHYROS, SHADOWRIVER, JACKY
00:01:23
THE_BATCH, THOMPSONN13, NEBULA GAMES INC,
00:01:27
TUERER, KRISTOFMORVA, XXZUKINIXX, EVIGMAE.
00:01:31
IF YOU'D LIKE TO SEE YOUR NAME
00:01:32
ON THIS LIST, HEAD OVER TO ANSWERHUB
00:01:35
AND SHARE YOUR UE4 KNOWLEDGE, TOO!
00:01:39
NOW FOR OUR COMMUNITY SPOTLIGHTS
00:01:40
OF THE WEEK! WE’RE STARTING WITH
00:01:42
PICZLE COLORS FROM SCORE STUDIOS
00:01:44
WHICH RELEASED TODAY ON NINTENDO SWITCH! IN THIS PUZZLE GAME,
00:01:48
YOU’LL USE THE NUMBERS AROUND THE SIDE OF THE PUZZLE TO WORK
00:01:50
OUT HOW MANY BLOCKS OF WHICH COLOR SHOULD BE PAINTED IN EACH
00:01:54
ROW AND COLUMN. THE GAME COMES
00:01:56
WITH 6 COLOR PACKS WITH 50 PUZZLES EACH!
00:02:03
A FUTURISTIC SPORTS-ACTION
00:02:05
GAME, SPYKEBOTS IMMERSES THE PLAYERS INTO A HIGH OCTANE
00:02:09
MATCH-UP WHERE THEY MUST SMASH, PASS, AND SPIKE IN A VOLLEYBALL
00:02:13
MEETS FULL CONTACT FOOTBALL EVENT. YOU CAN GRAB UP TO THREE
00:02:16
OF YOUR FRIENDS AND START BATTLING
00:02:18
TOMORROW WITH THEIR RELEASE ON STEAM!
00:02:23
THE FINAL SPOTLIGHT THIS WEEK IS
00:02:24
A PROJECT CALLED AMBER COUNTY -
00:02:26
CREATED ENTIRELY IN BLUEPRINTS
00:02:28
BY A SOLO DEV OVER THE LAST YEAR. AMBER COUNTY IS A HYBRID
00:02:32
ADVENTURE THAT MIXES PUZZLE AND NARRATIVE ELEMENTS.
00:02:35
LIVE THE THE MYSTERIOUS JOURNEY OF STEVEN O'HARA,
00:02:37
THE BLIND DETECTIVE THAT SOLVES CASES USING HIS "DREAMS".
00:02:41
GO CHECK IT OUT FOR FREE ON ITCH!
00:02:46
>>AMANDA: THANK YOU FOR JOINING US
00:02:47
FOR OUR NEWS AND COMMUNITY SPOTLIGHT.
00:02:49
♪ ♪
00:03:03
HEY, AND WELCOME TO OUR UNREAL ENGINE LIVE STREAM.
00:03:06
I'M YOUR HOST AMANDA BOTT. WE HAVE SAM DEITER,
00:03:09
WE ALSO HAVE PAULO SOUZA, CALLING IN FROM BRAZIL,
00:03:17
NEWLY TITLED TECHNICAL ACCOUNT MANAGER,
00:03:19
AND ON HIS FIRST EVER UNREAL ENGINE LIVE STREAM,
00:03:23
OUR COMMUNITY MANAGER VICTOR BRODIN.
00:03:26
SO SUPER PUMPED TO HAVE VICTOR JOIN US.
00:03:29
>>VICTOR: PSYCHED TO BE HERE.
00:03:30
>>AMANDA: SINCE IT IS YOUR FIRST LIVE STREAM,
00:03:32
DO YOU WANT TO GIVE A LITTLE BIT OF BACKGROUND ON WHO YOU ARE?
00:03:35
>>VICTOR: SURE. I HAVE BEEN WORKING WITH THE ENGINE
00:03:37
FOR ALMOST FIVE YEARS NOW,
00:03:39
I STARTED MAKING VR PROJECTS WHEN DK1 WAS FIRST RELEASED.
00:03:44
THAT TURNED INTO A TURMOIL OF MAKING A LOT OF GAMES,
00:03:48
VR PROJECTS, I WAS TEACHING FOR A LITTLE BIT,
00:03:52
AND THEN DID A COUPLE CONTRACTS,
00:03:54
DID A START-UP, RELEASED A COUPLE GAMES,
00:03:57
MY LAST JOB WAS OVER AT OCULUS.
00:03:59
SO WE STARTED TO DO SOME VR STUFF IN THE FUTURE.
00:04:03
AND, YEAH, I THINK -- A QUICK OVERVIEW OF MY HISTORY,
00:04:06
IF YOU HAVE QUESTIONS, YOU CAN FIND ME ON DISCORD.
00:04:08
I'M THERE MOST OF THE TIME.
00:04:10
>>AMANDA: TRICKING PEOPLE UP ON YOUR NAME.
00:04:12
>>VICTOR: RIGHT. YEA, IT'S NOT ACTUALLY LERP.
00:04:17
>>AMANDA YOU HAVE DISAPPOINTED MANY INTERNAL PEOPLE HERE.
00:04:21
>>VICTOR: YEAH, AND THEY TOLD ME SO. >>AMANDA: HAHA.
00:04:24
SO THIS WEEK, WE'RE DIVING INTO --
00:04:27
>>SAM: ACTION RPG.
00:04:29
SO WE DID A STREAM IN THE PAST ON ACTION RPG, AND THAT WAS --
00:04:34
LET ME TAKE A STEP BACK.
00:04:35
SO THE WHOLE PURPOSE OF ACTION RPG WAS TO GIVE PEOPLE
00:04:39
WHO USE UE4 A BREAK DOWN ABOUT HOW THE ABILITY SYSTEM WORKS,
00:04:43
THAT IS DEMONSTRATED IN ACTION RPG
00:04:45
IS USED IN FORTNITE AND PARAGON.
00:04:50
THE FIRST STREAM THAT WE HAD WAS BASICALLY
00:04:52
TO KIND OF GIVE YOU AN IDEA OF HOW THE ABILITY SYSTEM WORKS.
00:04:57
THIS STREAM IS TO BREAK DOWN A LITTLE BIT MORE
00:04:59
ABOUT HOW THINGS INSIDE OF ACTION RPG WORK,
00:05:02
AND GIVE YOU SOME MORE IDEAS
00:05:05
ABOUT WHERE WE ARE GOING WITH THIS PROJECT,
00:05:07
AND WHAT WE WOULD LIKE TO ACHIEVE WITH IT.
00:05:09
PAULO WAS ONE OF THE OTHER PEOPLE
00:05:12
THAT WAS HIGHLY INVOLVED IN THE DEVELOPMENT OF ACTION RPG.
00:05:15
SO THIS GAME WAS BASICALLY-BUILT --
00:05:21
WE HAVE THESE THINGS CALLED EPIC FRIDAYS,
00:05:23
YOU GET A FRIDAY TO BUILD WHATEVER YOU WANT.
00:05:26
SO IT WAS BUILT BY THE TEAM IN KOREA,
00:05:29
AND THEN PRIORITIES SHIFTED AND THEY PUT IT OFF.
00:05:33
PAULO DUSTED IT OFF BECAUSE IT WAS,
00:05:36
AND CORRECT ME IF I'M WRONG HERE,
00:05:37
BUT THERE WERE FOUR EXAMPLES IN ONE GITHUB RESOURCE
00:05:41
THAT YOU NEED TO COMPILE TOGETHER INTO A SINGLE PROJECT
00:05:43
TO SHOW MOST OF THE FUNCTIONALITY
00:05:45
THAT WE DEMONSTRATED IN ACTION RPG.
00:05:47
>>PAULO: YES, SOMETHING LIKE THAT.
00:05:49
>>SAM: SO THIS PROJECT WAS TO HELP HIM
00:05:52
JUST HAVE ONE PROJECT THAT YOU CAN POINT PEOPLE TO,
00:05:55
AND ALSO SHOW HOW UNREAL CAN DO ONE TO MANY.
00:05:58
THIS PROJECT WORKS ON ANDROID, IOS, HTML FIVE,
00:06:03
WINDOWS, MAC, LINUX, A FEW UNANNOUNCED PLATFORMS,
00:06:07
AND SHOULD BE ON CONSOLES,
00:06:09
WE HAVE NOT PUT IT ON A CONSOLE YET -
00:06:12
BUT IT SHOULD RUN ON THERE AND WE HAVE MADE IMPROVEMENTS
00:06:16
AND UPDATES TO IT.
00:06:17
ONE THING I WANT TO SHOW YOU BEFORE WE JUMP
00:06:21
INTO A LOT OF STUFF IS -- LET ME EXPAND THIS.
00:06:25
THIS IS THE ACTION RPG DOC PAGE IT.
00:06:27
IT ORIGINALLY HAD THESE THREE SECTIONS UP HERE,
00:06:31
SETTING UP THE ABILITY SYSTEM,
00:06:34
BALANCING BLUEPRINTS AND C++, AND THEN
00:06:36
BREAKING DOWN HOW THE ABILITIES WORK.
00:06:39
OVER THE LAST COUPLE OF WEEKS, I HAVE CARVED OUT SOME TIME
00:06:43
TO ADD A BUNCH OF DOCUMENTS HERE
00:06:46
THAT GO ON THE CONTENT CREATION SIDE OF THINGS.
00:06:48
WE HAVE ADDING A RANDOM AMOUNT OF SOULS PER KILL,
00:06:52
ADDING A PICK UP, MIGRATING CONTENT,
00:06:54
ADDING A NEW WEAPON, AND ADDING A NEW POTION.
00:06:57
AND EACH ONE OF THESE ARE MEANT TO SHOW YOU
00:06:59
A DIFFERENT ASPECT OF THE GAME.
00:07:01
THEY ARE SET UP IN A WAY THAT BASICALLY --
00:07:04
IT GOES SUPER EASY FOR ADDING A POTION,
00:07:07
ADDING A WEAPON IS SLIGHTLY MORE COMPLEX --
00:07:11
PICK UP, JUST A LITTLE BIT MORE COMPLEX THAN THE OTHER TWO,
00:07:14
I SAID THAT BACKWARDS, ADDING A RANDOM SOUL,
00:07:17
AND ADDING A PICK UP IS THE MOST COMPLEX.
00:07:22
MIGRATING CONTENT IS HOW I WAS BRINGING
00:07:25
CONTENT OVER FROM THE INFINITY BLADE WEAPONS PACKS,
00:07:28
BECAUSE I HAD TO END UP REPEATING THOSE STEPS,
00:07:32
SO I JUST MADE ANOTHER DOCUMENT FOR IT.
00:07:34
WITH THAT OUT OF THE WAY,
00:07:37
LET'S TALK ABOUT WHAT OUR CURRENT IMPROVEMENTS ARE.
00:07:40
I'M GOING TO MOVE THIS PAGE OVER.
00:07:44
AND ONE OF THE THINGS THAT PAULO DID --
00:07:47
>>PAULO: YAY. >> [ LAUGHTER ].
00:07:49
>>SAM: -- WE'RE GOING TO CLICK ON THIS SCREEN RIGHT HERE,
00:07:52
AND LET'S SKIP THE INTRO. SO FIRST OFF,
00:07:54
YOU NOTICE THAT I HAVE DIFFERENT CONTROLS HERE FOR MY PC.
00:08:00
THE COOL THING ABOUT THIS IS, WHEN I GO ON MOBILE,
00:08:02
I WILL HAVE MOBILE CONTROLS.
00:08:04
MY UI DOWN HERE IS SLIGHTLY DIFFERENT,
00:08:07
WHEN I'M ON PC, I HAVE THE PC CONTROLS,
00:08:09
IT IS PROBABLY A LITTLE HARD TO MAKE OUT,
00:08:11
BUT THERE IS A LEFT CLICK, A RIGHT CLICK,
00:08:14
AND SPACE BAR, MAKES ME ROLL.
00:08:17
TAB OPENS UP THE UI.
00:08:20
ONE OF THE COOLEST THINGS I THINK HE DID WAS THIS.
00:08:23
I WILL GRAB THE EDGE OF THE WINDOW,
00:08:26
I WILL MAKE THE UI REALLY BIG OR SMALL,
00:08:29
AND NOTICE THE UI STAYS EXACTLY WHERE IT SHOULD BE,
00:08:33
UNLESS I PUT IN A CRAZY RESOLUTION.
00:08:36
THE REASON IT IS SO COOL IS THERE IS NO NEED FOR YOU
00:08:40
TO MESS WITH THE COMPLICATED UI
00:08:42
SCALING CURVES OR ANYTHING LIKE THAT.
00:08:44
THE UI WILL STAY IN PLACE IN RELATION TO WHATEVER RESOLUTION
00:08:48
YOU ARE VIEWING THE GAME ON.
00:08:50
THIS IS AWESOME BECAUSE, IF YOU HAD TO MESS WITH UI CURVES,
00:08:55
YOU HAD TO MAKE A BUNCH OF SPECIAL ENTRIES
00:08:58
FOR WHATEVER WEIRD RESOLUTION YOU MIGHT HAVE
00:09:01
NOT NECESSARILY BE SCALING THE UI TO CORRECTLY,
00:09:05
OR YOU JUST MISSED AN UI ELEMENT AND NOW --
00:09:08
YOU MISSED A SETTING, YOU MISSED A RESOLUTION,
00:09:11
AND NOW YOU HAVE YOUR UIS ON TOP OF ONE ANOTHER.
00:09:16
WE ADDED A COUPLE NEW WEAPONS AND POTIONS,
00:09:19
I HAVE A PICK UP HERE, A POTION, AND A SWORD,
00:09:26
THESE ARE THE RESULTS OF THE DOCUMENTS I SHOWED YOU EARLIER.
00:09:29
I ALSO WENT IN AND APPLIED PROXY GEO AND HLOD --
00:09:34
LET ME SEE IF I CAN FIND THE OTHER PIECES.
00:09:36
YOU CAN SEE IT IS NOT THERE, IT IS MADE UP OF INDIVIDUAL MESHES.
00:09:42
AS I GO BACK, IT WILL -- OOPS, IT WILL FADE OUT.
00:09:46
A LITTLE BIT TOO FAR BACK THERE.
00:09:48
YOU CAN SEE THAT IT MADE IT ONE PIECE.
00:09:50
THIS IS GOOD BECAUSE ON MOBILE,
00:09:51
YOU WANT AS FEW DRAW CALLS AS POSSIBLE.
00:09:54
SO WHAT THIS IS DOING, IT IS NON-DESTRUCTIVELY
00:09:57
REPLACING THOSE PIECES IN THE BACKGROUND
00:09:59
WITH ONE MESH AND ONE MATERIAL,
00:10:01
MAKING THIS PIECE, WHICH IS PROBABLY FIVE OR SIX INDIVIDUAL
00:10:05
STATIC MESHES INTO, AGAIN,
00:10:07
ONE MESH, ONE MATERIAL, WHICH IS ONE DRAW CALL,
00:10:10
WHICH IS WHAT YOU WANT ON MOBILE.
00:10:12
SOME PLANNED IMPROVEMENTS THAT WE HAVE.
00:10:17
WE WILL IMPLEMENT PSO CACHING,
00:10:20
THAT IS THE NEW FORM OF SHADER CACHING.
00:10:24
THERE ARE DOCUMENTS THAT ARE WRITTEN ABOUT IT,
00:10:26
WE HAVE PSO DATA GENERATED,
00:10:29
JUST HAVEN'T ACTUALLY WRITTEN THE CODE
00:10:33
THAT COMPILES IT DURING THE INTRO,
00:10:37
I CANNOT THINK OF THE NAME OF THE WORD, LOADING IMAGE --
00:10:42
>>PAULO: LOADING?
00:10:43
>>SAM: I DON'T KNOW. IT JUST TOTALLY FELL OUT OF MY HEAD.
00:10:46
>>PAULO: LOADING SCREEN.
00:10:47
>>SAM: LOADING SCREEN, THERE WE GO.
00:10:49
WE'RE GOING TO LOOK INTO DOING LOCAL NOTIFICATIONS
00:10:53
FOR AN IN-GAME EVENT, POSSIBLY ADDING SOCIAL SUPPORT,
00:10:58
AND SOME PROCEDURAL GENERATION FOR THE LEVELS,
00:11:01
AS WELL AS DIFFERENT ENEMY TYPES AND BEHAVIORS.
00:11:04
AND FINALLY, SO -- AN IMPROVEMENT
00:11:07
THAT IS NOT GOING TO HAPPEN IS MULTIPLAYER.
00:11:09
AS IT CURRENTLY STANDS,
00:11:10
ACTION RPG WILL NEVER HAVE MULTIPLAYER.
00:11:14
I'M NOT SAYING THAT THERE MIGHT BE SOME RESOURCES
00:11:17
THAT ALLOW ME TO DO THIS,
00:11:19
THE REASON WE DON'T HAVE ANY PLANS FOR IT
00:11:21
IS WE MADE A DECISION AT THE BEGINNING OF THIS GAME
00:11:23
DUE TO TIME CONSTRAINTS TO MAKE SURE WE GOT IT OUT ON TIME,
00:11:27
WE DIDN'T BUILD IT WITH MULTIPLAYER IN MIND.
00:11:31
IF WE DID, IT WOULD REQUIRE A MASSIVE REWRITE
00:11:33
OF HOW WE ARE IMPLEMENTING
00:11:35
THE ABILITY SYSTEM TO DEAL WITH
00:11:37
REPLICATION AND DAMAGE CALCULATION.
00:11:39
WE DIDN'T HAVE THE TIME WHEN WE WERE DOING THIS
00:11:44
TO ACTUALLY IMPLEMENT THAT.
00:11:46
THAT BEING SAID, IF YOU ARE LOOKING FOR AN EXAMPLE
00:11:48
OF HOW TO DO MULTIPLAYER,
00:11:50
THE BEST EXAMPLE IS SHOOTER GAME.
00:11:52
THAT WILL SHOW YOU THE EPIC WAY
00:11:55
TO SET UP A MULTIPLAYER PROJECT,
00:11:57
SO THAT IS A SUPER VALID RESOURCE FOR THAT.
00:12:01
PAULO, DO YOU HAVE ANYTHING
00:12:02
THAT YOU WOULD LIKE TO ADD FOR THIS?
00:12:05
>>PAULO: SURE. ONE THING THAT IS COMING UP SOON, AT SOME POINT,
00:12:10
IS SUPPORT FOR MULTIPLE TRANSLATIONS --
00:12:14
WE ARE WORKING ON ADDING NEW REGIONS,
00:12:19
AND NEW LOCALS, TO ACTION RPG.
00:12:22
WE WILL FINALLY HAVE A SAMPLE PROJECT
00:12:25
THAT IMPLEMENTS THE LOCALIZATION SYSTEM IN UNREAL
00:12:31
SO OTHER DEVELOPERS CAN LOOK AT AND USE IT AS A REFERENCE.
00:12:35
WE ARE NOT SURE THE LANGUAGES AT THIS POINT
00:12:40
BUT, I MEAN, SINCE IT IS USED AS AN EXAMPLE,
00:12:43
JUST A BUNCH OF THEM, LIKE 3 OR 4,
00:12:46
JUST SO DEVELOPERS CAN LOOK AT A PROPER EXAMPLE FOR THAT.
00:12:51
>>SAM: SO PROBABLY ADD ENGLISH, BAD ENGLISH MAYBE --
00:12:54
>> [ LAUGHTER ].
00:12:55
>>SAM: MAYBE COCKNEY --
00:12:57
>>PAULO: WELL, I CAN DO PORTUGUESE.
00:13:02
>>SAM: SO LET'S GO AHEAD AND...
00:13:05
LET'S TAKE A LOOK AT THE POTION.
00:13:08
SO ONE OF THE THINGS I WANTED TO TALK ABOUT THE POTION IS,
00:13:12
BASICALLY THIS IS ALL MADE USING JUST
00:13:15
SIMPLE DATA ASSETS INSIDE OF UNREAL.
00:13:19
WE CAN SEE THAT THIS POTION RIGHT HERE,
00:13:21
THIS IS JUST A DATA ASSET,
00:13:22
WHICH IS LINKED OFF OF RPG POTION ITEM.
00:13:27
WHAT THIS DOES, THIS IS WHAT CONTROLS
00:13:29
WHAT YOU SEE INSIDE OF THE STORE,
00:13:31
AND ALSO SETS THE PRICE AND THE AMOUNT THAT YOU HAVE.
00:13:34
SO LET ME GO BACK AND, UH, I MEAN -- HOLD ON A SECOND HERE.
00:13:38
PULL THIS DOWN SO I CAN GET THIS GUY
00:13:40
AND RUN IT IN the SELECTED VIEWPORT.
00:13:42
SO WHEN I TAB HERE OVER TO THE POTIONS,
00:13:46
YOU CAN SEE THE DEATH DOOR POTION HERE,
00:13:48
ALL OF THE INFORMATION THAT IS CONTAINED HERE,
00:13:51
THE PRICE, A LITTLE DESCRIPTION, ESCAPE OUT OF THAT --
00:13:54
SO I CAN GET BACK TO THIS, NO. THERE WE GO --
00:13:58
IS CONTAINED WITHIN THIS DATA ASSET RIGHT HERE.
00:14:02
LET ME CLOSE THIS WINDOW AND GO TO THESE.
00:14:05
SO WE HAVE GA AND GE PREFIXES.
00:14:08
GA IS THE GAMEPLAY ABILITY.
00:14:10
I'M GOING TO OPEN IT UP, AND WE WILL PULL IT OVER HERE.
00:14:13
SO WHAT THIS IS DOING IS -- THIS IS ALL OF THE --
00:14:18
AND I THINK I ACCIDENTALLY LABELLED THESE BACKWARDS, HAHA.
00:14:21
HANG ON ONE SECOND HERE. I JUST REALIZED MY MISTAKE.
00:14:26
YES, I DID. I TOTALLY LABELLED THESE BACKWARDS.
00:14:29
OH, WELL.
00:14:30
SO, UM, LET ME GO BACK HERE AND CLOSE THIS
00:14:36
AND OPEN THIS ASSET BACK UP. SO WHAT THIS IS DOING RIGHT HERE
00:14:39
IS THIS IS ACTUALLY EDITING THE --
00:14:45
THIS IS WHAT I WAS LOOKING FOR. I WAS LIKE, WHERE DID IT GO?
00:14:47
I WILL KEEP GOING DOWN HERE, ALL RIGHT.
00:14:56
I'M SORRY.
00:15:01
THIS IS WHAT IS CONTROLLING THE ACTUAL VISUALS
00:15:04
OF THE WHAT'S GOING ON WITH THIS EFFECT.
00:15:06
SO IF I COME HERE, AND THIS IS THE --
00:15:09
THIS IS THE TARGETING,
00:15:10
SO RIGHT HERE IS THE EFFECTS CLASS TO PLAY.
00:15:13
BUT THIS IS THE MAIN THING
00:15:14
YOU WANT WITH THIS PARTICULAR ONE,
00:15:16
AND IT'S THE MONTAGE HERE, YEAH, I FORGOT ABOUT THAT.
00:15:21
THE MONTAGE BASICALLY, I'M USING THE SAME MONTAGE
00:15:25
THAT I USED FOR THE HEALTH AND THE MANA POTION,
00:15:28
AND I SLOTTED THIS IN, I DIDN'T HAVE TO CHANGE ANYTHING,
00:15:32
OR MAKE A NEW MONTAGE AND PUT ALL OF THIS IN THERE,
00:15:35
EVERYTHING THAT WAS DONE FROM THIS MONTAGE
00:15:38
IS WHAT WAS ORIGINALLY IN THE HEALTH AND THE MANA POTION.
00:15:44
THAT IS HERE, AND THIS CONTROLS BASICALLY THE VISUALS.
00:15:48
I WILL GO BACK TO THE POTION HERE,
00:15:51
AND THIS IS WHAT CONTROLS
00:15:53
THE VALUES THAT ARE APPLIED TO THIS.
00:15:55
AND THOSE ARE RIGHT HERE, THE MODIFIER.
00:15:59
THE FIRST MODIFIER IS THE RPGATTRIBUTESETHEALTH,
00:16:03
AND THEN WE HAVE THE RPGATTRIBUTESETMANA.
00:16:08
AND WHAT I DID WHEN I CREATED THIS,
00:16:10
I JUST DUPLICATED THE HEALTH ONE.
00:16:12
SO I CAME UP HERE, AND I LITERALLY RIGHT-CLICKED
00:16:14
AND I DUPLICATED IT. ONCE I OPENED IT UP,
00:16:18
I OPENED UP THE ARRAY HERE, I SET IT TO MANA,
00:16:22
AND IN THE MAGNITUDE THAT CONTROLS THE AMOUNT,
00:16:28
I SET IT TO 2, MADE SURE IT USES THE ATTACK DAMAGE,
00:16:33
EVEN THOUGH IT SAYS ATTACK DAMAGE,
00:16:35
THESE ARE THE NUMBERS THAT WE CAN USE
00:16:37
FOR BASICALLY WHATEVER -- AND THAT IS ALL I HAD TO DO.
00:16:42
I JUST HAD TO SET THIS TO 2 SO IT MATCHED
00:16:44
WHAT I WAS SETTING UP HERE, WHICH IS ONE.
00:16:46
THIS LOOKS LIKE I DIDN'T UPDATE THE BUILD CORRECTLY,
00:16:50
BUT BY INCREASING THESE NUMBERS RIGHT HERE,
00:16:54
WE ARE GOING TO INCREASE
00:16:56
THE EFFECT THAT IS APPLIED TO THE PLAYER,
00:16:58
SO THIS IS SUPPOSED TO GIVE US BACK HALF OF OUR HEALTH
00:17:01
AND HALF OF OUR MANA; THAT IS WHY I INCREASED THESE TO 2 --
00:17:04
TO GIVE US A LITTLE BIT MORE THAN WHAT WE CURRENTLY HAVE.
00:17:08
THAT'S PRETTY MUCH IT, THAT'S ALL I HAD TO DO.
00:17:11
AND ONE THING THAT I WOULD LIKE TO POINT OUT IS -- LET'S SEE.
00:17:15
LET ME FIND THE ASSET IN THE CONTENT BROWSER.
00:17:18
SEE THE ITEMS FOLDER RIGHT HERE?
00:17:22
IT IS VERY, VERY IMPORTANT.
00:17:25
NO MATTER WHAT TYPE OF CONTENT
00:17:26
YOU WILL MAKE FOR ACTION RPG,
00:17:28
WHETHER IT IS A WEAPON, A POTION, A SCALE, OR WHATEVER,
00:17:32
IT HAS TO GO INSIDE OF THIS FOLDER RIGHT HERE.
00:17:34
IF YOU TRY TO PUT IT OUTSIDE OF THE ITEMS FOLDER,
00:17:37
IT WILL NOT BE ABLE TO BE SLOTTED INTO THE INVENTORY
00:17:40
THAT YOU SEE IN GAME.
00:17:43
WHEN I GO IN GAME, IF I HAVE IT IN THE FOLDER,
00:17:46
I DON'T HAVE TO TOUCH THE UI IN ANY WAY, SHAPE, OR FORM,
00:17:48
IT WILL AUTOMATICALLY APPEAR
00:17:50
AND BE SELECTABLE RIGHT HERE WITHIN THE UI.
00:17:54
THAT BECAUSE WE USE THE ASSET MANAGER, IT RELIES ON PASS,
00:17:59
SO IT IT IS LOOKING FOR ITEMS IN THE POTIONS FOLDER
00:18:02
TO ADD TO THE POTIONS SELECTION INSIDE OF THE UI
00:18:06
WHEN THE GAME IS PLAYING.
00:18:07
THIS IS WHY THEY HAVE TO BE LOCATED IN THESE FOLDERS.
00:18:10
IF YOU TRY TO PUT THEM OUTSIDE OF THE FOLDER,
00:18:12
IT IS JUST NEVER GOING TO WORK.
00:18:14
YOU CAN SEE THAT I HAVE MY WEAPONS OVER HERE AS WELL,
00:18:17
AND THAT'S THE -- THAT'S THE TOKENS,
00:18:18
IT IS FOR THE SOULS THAT YOU COLLECT,
00:18:21
AND I HAVE THE SKILLS HERE AS WELL.
00:18:24
SO PAULO, IS THERE ANYTHING --
00:18:26
>>PAULO: YES, OF COURSE, ON THE ASSET MANAGE SIDE,
00:18:29
YOU CAN CONFIGURE -- YOU CAN SET UP YOUR OWN FOLDERS
00:18:33
THAT YOU WANT TO SEARCH FOR PRIMARY ASSETS,
00:18:37
FOR THE ASSET MANAGEMENT SYSTEM.
00:18:41
SO ACTION RPG, I THINK, IF WE JUST SCAN THE ITEMS FOLDER,
00:18:46
AND ANY SUB-FOLDER IN IT. IN YOUR OWN PROJECT,
00:18:49
YOU CAN BASICALLY SET THAT UP TO SCAN ANY TYPE OF FOLDER.
00:18:54
IT IS IMPORTANT, AND IT IS --
00:18:56
IF YOU WANT TO USE THE ASSET MANAGES,
00:18:58
IT IS IMPORTANT TO TAKE A LOOK AT HOW WE DID IT,
00:19:01
BECAUSE WE STILL NEED TO IMPLEMENT SOME INTERFACES IN C++
00:19:07
SO THE AGENT CAN ACTUALLY LOAD ASSETS
00:19:10
DYNAMICALLY WITHIN RUN TIME.
00:19:14
TAKE A LOOK AT HOW WE DID IT, WE TAKE A BASE CLASS
00:19:17
THAT RESPONDS TO THE SIMPLE INTERFACE,
00:19:21
AND THEN YOU CAN LIST THE ASSETS DYNAMICALLY,
00:19:25
EVEN WHEN THE GAME IS ALREADY RUNNING
00:19:27
USING THE ASSET ASSET MANAGER,
00:19:29
THAT HOW WE DID IT WITH ACTION RPG.
00:19:34
GETTING BACK TO THE EFFECTS, IT IS IMPORTANT TO NOTICE THAT --
00:19:38
SO SAM USED THE ATTACK DAMAGE CURVE TABLE
00:19:43
FOR THE NEW POTION ITEM HE WAS SHOWING.
00:19:46
IT IS ALSO IMPORTANT TO NOTE
00:19:48
YOU CAN CREATE YOUR OWN CURVE TABLE IF YOU WANT,
00:19:54
WE ARE USING THAT CURVE TABLE BECAUSE IT WAS ALREADY THERE
00:19:58
AND WE WERE JUST TRYING TO PROVE A POINT.
00:20:00
BUT YOU CAN ACTUALLY CREATE A DIFFERENT CURVE TABLE,
00:20:03
WITH ANY BALANCE, AND YOU CAN MIX
00:20:06
AND MATCH TO THE SPECIFIC NECESSITIES OF YOUR GAME DESIGN,
00:20:10
THE GAME THAT YOU'RE WORKING.
00:20:13
IT IS INTERESTING BECAUSE THE GAME --
00:20:15
THE SYSTEM ALREADY OFFERS THAT FUNCTIONALITY
00:20:19
THAT ENABLES YOU TO HAVE NOT ONLY CROSSING --
00:20:23
MAKING BUFFS AND DEBUFFS BASED ON THE CHARACTER LEVEL,
00:20:27
OR MAYBE THE ITEM LEVEL, OR MAYBE YOU CAN HAVE,
00:20:30
LIKE, ITEMS OR WEAPONS THAT CAN BE UPGRADEABLE.
00:20:32
IT IS UP TO THE DESIGNER AND THE TEAM THAT IS WORKING IT,
00:20:37
THE TOOLS THERE, AND --
00:20:41
I MEAN, DEVELOPERS SHOULD TAKE A LOOK
00:20:42
AT HOW TO HOOK THEIR GAMES AND IDEAS TO IT.
00:20:47
>>SAM: YEP, AND AGAIN, I DIDN'T
00:20:49
WANT TO MAKE ANOTHER CURVE TABLE,
00:20:50
BECAUSE THAT ONE DID WHAT I NEEDED TO DO.
00:20:52
>>PAULO: YEP.
00:20:53
>>SAM: SO REMEMBER, THE MORE ASSETS YOU ADD,
00:20:57
THE MORE ERRORS THAT CAN BE INTRODUCED INTO YOUR PROJECT.
00:21:01
I LIKE TO RE-USE AS MUCH AS I POSSIBLY CAN.
00:21:04
LET'S GO AHEAD, WE TALK ABOUT THE POTION,
00:21:07
AND TAKE A LOOK AT THE SWORD NOW.
00:21:08
THE SWORD IS EVEN LESS ASSETS, IT IS A WEAPON BLUEPRINT.
00:21:15
SO LET ME OPEN THIS UP, AND YOU'RE GOING TO NOTICE
00:21:17
IT IS ACTUALLY JUST A --
00:21:20
SO WE'VE GOT SOME WEAPONS DEFAULTS HERE
00:21:22
AND, OTHER THAN THAT,
00:21:23
IT IS PRETTY MUCH A DATA ONLY BLUEPRINT.
00:21:25
IF YOU DO WANT TO CHANGE THE VISUALS,
00:21:27
YOU WILL HAVE TO OPEN IN TO THE FULL BLUEPRINT,
00:21:30
AND GO TO THE VIEW PORT, AND VOILA, THIS IS MY WEAPON.
00:21:34
IT IS IMPORTANT TO NOTE, I HAVE THIS CAPSULE COLLISION.
00:21:37
THIS IS WHAT IS USED TO FIGURE OUT IF I HIT SOMETHING.
00:21:42
SO EVERY WEAPON YOU ADD TO ACTION RPG,
00:21:45
YOU NEED THIS CAPSULE COMPONENT INSIDE OF IT,
00:21:48
OR YOU CANNOT DO DAMAGE TO ANYBODY.
00:21:52
I WILL CLICK ON THE EVENT GRAPH, I DON'T HAVE ANYTHING HERE,
00:21:56
AND WHAT I WANT TO POINT OUT,
00:21:57
IF YOU NEEDED THE WEAPON TO DRIP FIRE,
00:22:02
OR BLOOD, OR GLOW, OR ANYTHING LIKE THAT,
00:22:06
I COULD ACTUALLY DO ALL OF THAT FUNCTIONALITY HERE
00:22:09
WITHIN THIS EVENT GRAPH,
00:22:11
SEPARATE FROM THE ABILITY SYSTEM, AND IT WOULD JUST WORK.
00:22:14
THIS IS A BLUEPRINT THAT THE PLAYER GRABS ON TO,
00:22:18
AND PUT INSIDE OF THEIR INVENTORY.
00:22:19
IT MAKES IT VERY SIMPLE FOR ME TO DO, YOU KNOW,
00:22:22
WEAPON EFFECTS OR THINGS LIKE THAT
00:22:24
WITHIN THIS PARTICULAR ASSET.
00:22:28
THE OTHER THING I WANT TO SHOW YOU, I WILL OPEN UP THIS --
00:22:31
THIS IS OUR WEAPON SWORD.
00:22:33
SO YOU CAN SEE THE WEAPON ACTOR HERE
00:22:35
IS THE BP_WEAPON_SWORD_TALON,
00:22:39
THIS BLUEPRINT I HAD IN THE COLLECTION OVER HERE.
00:22:42
THE ITEM TYPE, IT IS A DROP DOWN,
00:22:44
SO YOU CAN CHANGE IT HERE, WE HAVE A WEAPON.
00:22:47
I GIVE IT A NAME, DESCRIPTION, "IT IS SHARP, IT IS DANGEROUS,"
00:22:50
IT HAS AN ICON, IT HAS A PRICE, AND THESE ARE THE --
00:22:54
BASICALLY THE COUNT, THE MAX LEVEL,
00:22:57
AND THIS SAYS ABILITY GRANTED.
00:22:59
THIS IS IMPORTANT, BECAUSE WHEN I CLICK ON THIS,
00:23:02
IT IS GOING TO GO INTO OUR SWORD.
00:23:07
SO MAKING ANOTHER GAMEPLAY ABILITY
00:23:11
FOR THE SWORD IS A LOT OF WORK,
00:23:15
IT TAKES A LONG TIME TO MAKE AND IT IS VERY PRONE TO ERRORS.
00:23:19
SO TO MAKE SOMETHING THAT IS SIMPLIFIED,
00:23:21
I GRABBED THE EXISTING ANIMATION
00:23:25
AND PUT THIS AS A NEW SWORD TO USE.
00:23:28
THIS CUTS DOWN ON THE AMOUNT OF ASSETS I HAVE
00:23:30
AND THE AMOUNT OF ERRORS I CAN MAKE.
00:23:33
I ALSO HAD TO COME IN HERE AND SAY, YOU KNOW WHAT,
00:23:36
I WANT TO USE THIS,
00:23:39
COME IN HERE, PLAY MY GAME, AND THE SWORD --
00:23:42
I WILL HIT THE TAB TO OPEN UP THE UI,
00:23:44
AND THE SWORD IS RIGHT THERE.
00:23:47
SO IT IS SET UP IN A WAY WHERE THINGS WOULD JUST WORK
00:23:54
IF YOU PUT THEM IN THE PROPER LOCATIONS --
00:23:56
AND SIMPLY JUST -- FIND OUT, WHAT WOULD I DO,
00:24:00
WHERE DO I PUT IT, FOLLOW THE FOLDER STRUCTURE.
00:24:04
IF YOU PUT THINGS WHERE YOU FIND THEM --
00:24:06
SO IF I COME OVER HERE,
00:24:08
AND I'M GOING TO PULL MY COLLECTIONS DOWN,
00:24:12
YOU CAN SEE THAT I'VE GOT, YOU KNOW, THE FIRE ACTS,
00:24:16
THE POTIONS, THE SKILLS, I HAVE SOME SWORDS HERE.
00:24:19
ALL I HAVE TO DO IS JUST -- YOU KNOW,
00:24:22
IF I WANT TO DO SOMETHING LIKE A DIFFERENT KICK,
00:24:26
I CAN DUPLICATE THIS ASSET,
00:24:29
THEN I CAN GO INTO, THE DUPLICATED ONE,
00:24:31
AND JUST CHANGE WHATEVER IT IS THAT I FEEL I WANT TO CHANGE.
00:24:35
SO LET'S SEE HERE.
00:24:37
I CAN CHANGE THE DAMAGE CALCULATION ON IT
00:24:40
IF I WANTED TO, I WILL KEEP ON GOING DOWN.
00:24:45
I COULD ADD ANOTHER MODIFIER ON TOP OF IT TO MODIFY
00:24:49
WHATEVER DAMAGE IT'S DOING, I COULD COME HERE
00:24:52
AND I COULD CHANGE, MAKE IT A DEFAULT ATTACK,
00:24:54
OR A HEAVY ATTACKER, WHATEVER I WANT TO DO,
00:24:56
BASICALLY THIS IS GOING TO --
00:24:57
THE DEFAULT ATTACK AND THE HEAVY ATTACK,
00:25:00
I THINK IT IS -- YEAH, DEFAULT, MEDIUM,
00:25:02
AND HEAVY ARE JUST GOING TO -- ONE DOES 100, ONE DOES 200,
00:25:06
AND ONE DOES 300, I THINK. WELL, IT HAS BEEN A LITTLE WHILE
00:25:10
SINCE I LOOKED AT THE DATA TABLES,
00:25:12
BUT THIS IS HOW YOU CONTROL THE DAMAGE
00:25:15
IT IS GOING TO BE APPLYING.
00:25:17
BUT AGAIN, IT'S NOT VERY COMPLICATED
00:25:19
TO SET ALL THIS STUFF UP, IF WHERE -- I --
00:25:22
I WILL CLOSE THIS, COME DOWN TO THE COLLECTIONS,
00:25:28
IT IS THESE TWO ASSETS THAT I HAD TO MAKE THIS.
00:25:32
SO THE OTHER THING I WANT TO SHOW YOU IS A PICK UP.
00:25:36
LET ME OPEN UP THE PICK UP BLUEPRINT REALLY QUICK.
00:25:41
SO THE PICK UP -- SO IN THE TUTORIAL,
00:25:46
IT IS LITERALLY JUST ADD A LITTLE PIECE OF HAM.
00:25:48
I DID A LITTLE BIT OF EXTRA WORK HERE,
00:25:53
AND I DID A LITTLE BIT, IT LOOKS COMPLICATED,
00:25:55
BUT IT IS VERY SIMPLE.
00:25:57
LET ME PULL THIS OUT TO THE LEVEL AND PULL THIS OVER.
00:26:02
SO WHAT I CAN DO, I CAN COME DOWN HERE
00:26:05
AND CHANGE THE POTION TYPE TO MANA,
00:26:07
AND THEN WHAT IT'LL DO IS CHANGE IT TO THE LOLLY POP,
00:26:11
AND IT WILL ALLOW IT TO ROTATE --
00:26:13
I CAN COME BACK HERE AND CHANGE IT TO A HEALTH ASSET
00:26:16
AND YOU CAN SEE THAT IT CHANGES IT BACK.
00:26:20
THE REAL BREAD AND BUTTER OF THIS SCRIPT
00:26:22
IS IN THE EVENT SCRIPT. SO WHAT ARE WE DOING HERE?
00:26:24
SO WE HAVE THIS COMPONENT ON ACTOR, BEGIN OVERLAP,
00:26:28
IT IS A SPHERE COLLISION.
00:26:29
YOU CAN SEE THERE'S A SPHERE COLLISION RIGHT HERE.
00:26:31
AND WHAT I WANT TO DO IS WHEN I COLLIDE WITH THAT,
00:26:35
I WILL SET A SLOTTED ITEM. AND WHAT DO I WANT TO SET?
00:26:37
I WANT TO SET A POTION, AND A POTION TYPE.
00:26:41
I WANT TO SET THE HEALTH POTION.
00:26:42
I WANT TO UPDATE THE ON SCREEN CONTROLS,
00:26:45
THIS WILL REFLECT THAT I PICKED UP THE POTION,
00:26:49
THEN I ADDED A QUICK DELAY RIGHT HERE
00:26:51
BECAUSE I WAS HAVING SOME ISSUES SOMETIMES
00:26:54
WHERE IT WOULD ACTUALLY NOT DESTROY THE STUFF --
00:26:59
I'M SORRY, ADD THE STUFF BEFORE IT DESTROYED EVERYTHING.
00:27:02
SO THIS .02 SECOND DELAY, JUST MAKE SURE THAT
00:27:06
WHEN I KILL THE LIGHT AND I DESTROY THE ACTOR,
00:27:08
ALL THE OTHER STUFF HAS BEEN DONE FIRST.
00:27:11
THIS IS THE ONLY LOGIC THAT YOU NEED FOR THIS TO WORK.
00:27:15
AND SO IF I COME HERE, AND GO AHEAD AND PLAY,
00:27:20
THERE WE GO. WHOOPS.
00:27:21
AND I WALKED OVER, YOU CAN SEE THAT I'VE GOT IT IN MY --
00:27:25
WHAT DOES THAT BUTTON SAY, I CAN'T READ IT. IT IS TOO TINY.
00:27:31
YEAH, F11. AH! THE R KEY. SO NOW I CAN DO MY POTION.
00:27:35
I WILL ESCAPE BACK OUT,
00:27:38
AND I CAN ADD MULTIPLES OF THESE TO THE LEVEL,
00:27:41
I WILL CHANGE THIS TO A MANA ASSET,
00:27:45
HIT ALT+P ON THE KEYBOARD, F11 TO FULL-SIZE IT --
00:27:49
I GRABBED THE HEALTH ONE, AND THE MANA ONE:
00:27:54
HIT R, GET THE MANA -- HIT TAB,
00:27:58
AND I COME OVER TO THE HEALTH POTION,
00:28:02
OH, I DON'T THINK I HAVE ENOUGH MONEY.
00:28:06
THERE WE GO.
00:28:09
AND LET ME DO THIS ONE MORE TIME,
00:28:11
BECAUSE I THINK -- THERE WE GO.
00:28:20
IT DID IT NOW.
00:28:23
BUT IT LOOKS LIKE IT MIGHT NOT HAVE UPDATED,
00:28:25
I WILL GO BACK AND HAVE A LOOK AT THAT ONE.
00:28:29
WE MADE QUITE A FEW UPDATES TO THIS PROJECT
00:28:31
SINCE IT RELEASED WITH 4.20 -- WAS IT 4.20?
00:28:35
4.21? -- I THINK IT WAS AROUND 4.20,
00:28:43
WHICH BRINGS ME TO ANOTHER POINT.
00:28:47
NOW, YOU CAN USE THIS AS A BASIS TO BUILD YOUR PROJECT OFF OF,
00:28:50
BUT I WOULDN'T RECOMMEND YOU DO THAT
00:28:53
BECAUSE WE MAKE SOME MASSIVE,
00:28:55
SWEEPING CHANGES TO THIS EVERY SINGLE UPDATE,
00:28:59
FOR THE UI EXAMPLE I SHOWED YOU IN THE BEGINNING,
00:29:01
I'M EXPANDING IT AND CONTRACTING IT,
00:29:04
WE COMPLETELY -- WELL, I SHOULDN'T SAY WE.
00:29:06
PAULO COMPLETELY RE-WROTE HOW THE UI FUNCTIONS
00:29:11
AND, IN FACT, LET ME OPEN UP THE BLUEPRINT AGAIN,
00:29:14
THERE WERE OTHER CHANGES THAT WERE MADE
00:29:17
WHEN I HAD AN ENTIRELY OTHER PIECE OF BLUEPRINT LOGIC
00:29:20
THAT WAS OVER HERE THAT MADE SURE
00:29:22
THAT I UPDATED IT THE CORRECT ITEM TYPE, THE CORRECT AMOUNT,
00:29:25
BECAUSE IT WOULDN'T DO IT AUTOMATICALLY,
00:29:27
AND THERE WERE TWO NODES WITH UPDATES
00:29:29
THAT I CAN REMOVE THOSE OUT.
00:29:31
>>AMANDA: OH, OKAY.
00:29:32
>>SAM: SO IF YOU ARE USING THIS TO BUILD A PROJECT FROM,
00:29:37
I WOULD NEVER UPDATE IT -- >>AMANDA: HAHA.
00:29:39
>>SAM: JUST TO DUMP OVER THE TOP LIKE MOST PEOPLE DO
00:29:42
WHEN THEY UPDATE, THEY GET THE LATEST AND GREATEST,
00:29:44
BECAUSE IT IS GOING TO BREAK EVERYTHING IN YOUR PROJECT.
00:29:48
YOU WILL HAVE A VERY BROKEN PROJECT.
00:29:49
WHAT YOU SHOULD BE DOING IS USING THIS AS A LEARNING TOOL
00:29:53
TO ADD NEW WEAPONS, POTIONS, MAYBE ADD ENEMY TYPES,
00:29:56
OR WHATEVER YOUR HEART DESIRES,
00:30:00
FIGURE OUT HOW THE SYSTEMS WORK WITH ONE ANOTHER,
00:30:02
BECAUSE YOU HAVE AN EXAMPLE,
00:30:03
A COMPLETE EXAMPLE OF HOW THIS WORKS TOGETHER
00:30:05
AND TAKE THIS KNOWLEDGE AND APPLY IT TO THE PROJECT.
00:30:10
PAULO, ANYTHING YOU WOULD LIKE TO ADD.
00:30:12
>>PAULO: YEAH, DEFINITELY AGREE THAT YOU SHOULD TAKE A LOOK
00:30:17
AT THE SYSTEMS WE BUILT FOR THIS PROJECT,
00:30:20
HOW WE USE THE ABILITY SYSTEM,
00:30:22
HOW WE MADE INVENTORY SYSTEM FOR THE CHARACTER,
00:30:26
AND USE IT AS A REFERENCE.
00:30:28
THAT IS 100 PERCENT AGREE ON THAT.
00:30:30
AND YOU CAN ACTUALLY COPY THE CODE WE DID,
00:30:34
YOU CAN COPY THE FUNCTIONALITY OF EVERYTHING,
00:30:37
BUT TRY TO INTEGRATE THAT IN YOUR OWN PROJECT
00:30:42
INSTEAD OF JUST TRYING TO SYNC FOR EVERY VERSION
00:30:46
THAT WE RELEASE OF ACTION RPG,
00:30:48
BECAUSE WE WILL DEFINITELY BE BREAKING THINGS GOING AHEAD,
00:30:52
SOME THINGS ARE GOING TO BE CHANGED.
00:30:54
THE IDEA FOR THIS PROJECT
00:30:55
IS DEFINITELY THAT WE KEEP IT AS AN EXAMPLE
00:31:02
OF SOME OF THE BEST PRACTICE WE WANT DEVELOPERS TO USE.
00:31:05
SO IT WILL ALWAYS BE CHANGING,
00:31:08
ACCORDING TO ENGINE CHANGES IN DEVELOPMENT.
00:31:14
>>SAM: OKAY.
00:31:15
SO THE NEXT THING I WANT TO TALK ABOUT IS,
00:31:17
LET ME GO AHEAD AND PLAY IT AGAIN REAL QUICK,
00:31:19
AND WE WILL DO THE NIFTY F11 TRICK.
00:31:24
I WILL CHANGE THIS WEAPON HERE REALLY QUICK,
00:31:26
BECAUSE I WANT TO VANQUISH MY ENEMY ENEMIES A LOT FASTER.
00:31:30
OH, THE SCROLL WHEEL CHANGES YOUR WEAPON NOW.
00:31:34
WHEN I KILL THIS GUY,
00:31:36
YOU CAN SEE THAT I ONLY HAVE ONE SOUL, BUT LET'S SEE.
00:31:41
NOW I HAVE TWO, AND THEN I GOT ONE AGAIN.
00:31:44
SO ORIGINALLY, YOU WERE JUST AWARDED ONE SOUL AT A TIME.
00:31:49
BUT THAT MADE PROGRESSING IN THE GAME EXTRAORDINARILY PAINFUL,
00:31:54
YOU WOULD HAVE TO PLAY MULTIPLE TIMES OVER MULTIPLE SESSIONS
00:31:58
JUST TO GET ENOUGH TO BUY A BRAND-NEW WEAPON,
00:32:00
UNLESS YOU DID A CHEAT AND GAVE YOURSELF 100 SOULS AT A TIME.
00:32:05
SO TO MAKE THINGS MORE INTERESTING FOR PEOPLE
00:32:08
AND TO SHOW HOW YOU CAN MODIFY THE
00:32:10
BASE LEVEL CLASS OF SOMETHING
00:32:12
AND HAVE THE CHANGES PROPAGATE UP TO
00:32:14
OTHER INSTANCES BASED OFF OF THIS,
00:32:16
I ADDED THE FOLLOWING LOGIC TO THIS ENEMY.
00:32:21
SO YOU HAVE THE LOOT SPAWN
00:32:23
AND BASICALLY THIS IS GOING TO SPAWN THOSE ORBS,
00:32:26
IT IS GOING TO SPAWN THE ORBS, BUT WE WILL --
00:32:31
THIS IS THE LOCATION, THIS IS THE ORB,
00:32:33
AND THEN WHAT WE DO HERE IS, IN THE EVENT GRAPH,
00:32:36
WHEN IT'S DESTROYED --
00:32:37
SO WHEN THIS CHARACTER HAS BEEN VANQUISHED,
00:32:40
WE ARE BASICALLY GOING TO SPAWN THE LOOT,
00:32:42
BUT WE ARE GOING TO GIVE IT A MIN AND A MAX VALUE.
00:32:44
SO RIGHT NOW, THE MIN AND THE MAX SETS ARE 1 AND 1.
00:32:47
WE ARE USING A RANDOM INTEGER IN RANGE.
00:32:50
SO WE ARE BASICALLY SAYING, I WANT YOU TO SPAWN
00:32:53
A RANDOM AMOUNT OF SOULS BETWEEN ONE AND ONE,
00:32:56
FOR THE BASE LEVEL CLASS, SO IT WILL SPAWN ONE.
00:32:58
AS YOU PROGRESS, AND LET ME PULL UP ANOTHER CHARACTER HERE --
00:33:04
SO LET'S SEE, OOPS.
00:33:06
THIS MOUSE IS SO SENSITIVE.
00:33:12
LET'S SEE IF I CAN FIND --
00:33:14
SO WE WILL DO THE NPC LEVEL THREE.
00:33:17
SO THIS GUY -- AND NOW, THERE IS NOTHING IN THE GRAPH,
00:33:20
BUT YOU CAN SEE I HAVE A SOUL MIN
00:33:21
AND A SOUL MAX BETWEEN 3-5.
00:33:24
WHAT I HAVE DONE HERE IS AT THE BP_ENEMYCHARACTER LEVEL,
00:33:29
I HAVE ESTABLISHED I WANT TO ACCESS SOUL MIN AND SOUL MAX,
00:33:34
AND THEN I BASICALLY PROPAGATED THE CHANGES UP THROUGH LEVEL
00:33:37
ONE, LEVEL TWO, LEVEL THREE. THIS WAY, I CAN GIVE --
00:33:40
I DO BELIEVE LEVEL ONE HAS 1-3, LEVEL TWO IS, LIKE, 4-6,
00:33:46
AND THEN WHAT IS THIS ONE, I CAN TELL YOU, 3-5.
00:33:50
AND THE BIG SPIDER BOSS GIVES YOU 10 SOULS.
00:33:55
THIS IS HOW YOU WORK --
00:33:58
YOU SHOULD BE WORKING INSIDE OF YOUR BLUEPRINTS,
00:34:00
OR YOUR C++ CODE OR WHATEVER IT IS.
00:34:02
YOU WANT TO ESTABLISH STUFF INSIDE OF YOUR BASE CLASS,
00:34:05
FOR A NUMBER OF REASONS.
00:34:06
ONE, FOR EXAMPLE, THIS FUNCTION, SPAWN LOOT, DID NOT EXIST
00:34:12
BEFORE, THROUGH REFACTORING, PAULO WAS LIKE,
00:34:15
"HEY, YOU NEED TO PUT THIS -- YOU NEED TO TAKE THIS OUT
00:34:20
AND PUT IT INTO ITS OWN FUNCTION AND WE NEED TO CALL IT."
00:34:24
BECAUSE I BUILT IT INTO THIS CLASS,
00:34:26
ALL I HAD TO DO WAS COME DOWN HERE,
00:34:28
IMPLEMENT THIS, SPAWN THE AMOUNT OF SOULS PER KILL,
00:34:34
AND THE CHANGE PROPAGATED TO ALL OF MY BLUEPRINTS.
00:34:38
SINCE I SET THE SOUL MIN AND SOUL MAX UP TO 3 AND 5,
00:34:41
I DIDN'T HAVE TO OPEN EACH ONE OF MY BLUEPRINTS TO DO THIS.
00:34:45
IN A PROJECT THIS SIZE, THAT IS 20 OR 30 MINUTES OF WORK.
00:34:51
IN A PROJECT THE SIZE OF FORTNITE,
00:34:54
THAT'S A COUPLE DAYS OR A COUPLE WEEKS' WORTH OF WORK,
00:34:57
DEPENDING ON HOW PREVALENT THE CHANGES ARE.
00:34:59
>>AMANDA: AND YOU MIGHT MISS SOMETHING.
00:35:01
>>SAM: OR YOU DO 1-3, AND FORGET ABOUT 4,
00:35:05
BECAUSE SOMEBODY CAME IN AND ASKED YOU TO DO SOMETHING,
00:35:08
YOU DID IT, AND YOU MOVED ON.
00:35:10
SO ADDING STUFF IN THE BASE LEVEL CLASS
00:35:12
IS HOW YOU SHOULD BE SETTING UP ALL OF YOUR BLUEPRINTS
00:35:16
IF THEY ARE USED AS A BASE TO BUILD SOMETHING ELSE.
00:35:20
YOU DON'T HAVE TO DO THIS WITH EVERY SINGLE BLUEPRINT,
00:35:23
BUT THIS IS A GOOD EXAMPLE OF WHAT YOU SHOULD BE DOING
00:35:26
WHEN YOU HAVE SOME BASE LEVEL FUNCTIONALITY
00:35:30
THAT EVERYBODY CAN USE.
00:35:31
>>AMANDA: UH-HUH.
00:35:33
>>SAM: AND, OF COURSE, YOU CAN GET WAY MORE
00:35:35
COMPLEX WITH THIS, BUT THIS IS A GOOD KIND OF --
00:35:37
IF YOU WANT TO TAKE YOUR BLUEPRINT SKILLS
00:35:39
TO THE NEXT LEVEL, YOU ARE NOT SURE WHERE TO GO,
00:35:42
THIS IS A GOOD PROJECT TO LOOK AT
00:35:43
BECAUSE THERE'S TONS OF THINGS LIKE THIS
00:35:45
SCATTERED ALL OVER THE BLUEPRINTS IN THIS PROJECT.
00:35:49
PAULO, ANYTHING YOU WOULD LIKE TO ADD ABOUT THIS?
00:35:55
>>PAULO: YEAH, I -- I TOTALLY AGREE WITH THAT.
00:35:58
BLUEPRINTS IS REALLY SOMETHING
00:36:00
THAT WAS BUILT FROM GROUND TO BE --
00:36:03
TO HELP US ON SETTING THE DATA ON OBJECTS IN THE GAME.
00:36:08
SO IT IS REALLY -- IT IS NOT ONLY CONNECTING CODE,
00:36:11
IT IS HEAVILY USED FOR DATA STORAGE.
00:36:16
YOU SHOULD MAKE GOOD USE OF THAT, THIS KIND OF THING,
00:36:21
IF YOU DO -- IF YOU ARE SHOWING THE INHERITANCE,
00:36:24
IT IS REALLY USEFUL FOR LARGER PROJECTS LIKE THAT.
00:36:31
>>SAM: OKAY. SO --
00:36:33
>>PAULO: ONE SMALL THING I WANTED TO ADD,
00:36:35
ABOUT THE WEAPONS. WE HAD TO DO A MINOR CHANGE
00:36:40
ON THE ARCHITECTURE FROM VERSION ONE.
00:36:44
INITIALLY THE ABILITY SYSTEM USED PLAYER LEVEL
00:36:51
TO CHANGE THE WEAPON DAMAGES.
00:36:55
ORIGINALLY, WE WERE TRACKING THE PLAYER LEVEL.
00:36:58
THERE WAS ACTUALLY A VARIABLE OF PLAYER LEVEL
00:37:01
IN THE CHARACTER BLUEPRINT. WE DIDN'T USE THAT FOR ANYTHING,
00:37:04
BECAUSE WE DON'T HAVE PLAYER UPGRADES YET.
00:37:07
THAT MAY BE SOMETHING THAT MAY COME IN THE FUTURE,
00:37:09
OR MAY BE SOMETHING YOU WANT TO EXPERIMENT IN YOUR GAME,
00:37:14
LIKE THE SYSTEM THAT UPGRADES THE PLAYER LEVEL.
00:37:18
BUT WE USE THAT VARIABLE
00:37:22
TO CHANGE THE DAMAGE OF THE WEAPONS,
00:37:26
AND WE HAD TO MAKE A SLIGHT CHANGE
00:37:29
TO ALLOW WEAPONS TO HAVE UPGRADES ON THIS VERSION.
00:37:33
SO NOW WHEN YOU ATTACK AN ENEMY,
00:37:36
THE WEAPON ITSELF HAS A LEVEL, A VARIABLE,
00:37:40
AND IT USES THAT LEVEL -- THAT WEAPON LEVEL VARIABLE
00:37:44
TO PICK THE RIGHT AMOUNT OF DAMAGE
00:37:46
THAT IT IS GOING TO INFLICT ON THE ENEMY.
00:37:49
AND THAT ALSO MAKES IT MUCH EASIER FOR YOU
00:37:54
TO COME UP WITH NEW KINDS OF WEAPONS AND NEW LEVELS.
00:37:59
I THINK IN THE CURRENT TABLE, IT GOES TO 10, WE USE 1-3,
00:38:04
THAT IS NICE IF WE PLAY AROUND WITH THIS SAMPLE PROJECT,
00:38:10
LOOKING AT THAT.
00:38:12
>>SAM: OKAY.
00:38:13
SO THE ONE THING THAT YOU MIGHT BE NOTICING
00:38:16
THAT I DON'T ACTUALLY HAVE ANY DOCUMENTATION ABOUT
00:38:19
IS ADDING A NEW SKILL.
00:38:21
AND THE REASON FOR THIS IS BECAUSE ADDING A NEW SKILL,
00:38:23
SO SKILLS ARE -- LET ME --
00:38:25
FOR THOSE OF YOU THAT ARE NOT AWARE.
00:38:27
AND WE WILL DO OUR LITTLE F11 TRICK HERE,
00:38:30
CALL IT THE VICTOR CHEAT. IT IS DEFAULT.
00:38:35
IF I HIT F HERE, YOU CAN SEE THAT I DO A FIREBALL.
00:38:37
SO THAT'S A SKILL, THAT'S WHAT WE'RE TALKING ABOUT.
00:38:40
IF I HIT TAB HERE, GO OVER TO SKILLS,
00:38:42
YOU HAVE A METEOR SHOWER -- F AGAIN,
00:38:48
AND IT IS A CRAZY AOE ATTACK, A LOT OF HEAVY DAMAGE,
00:38:53
IT COSTS A LOT OF MANNA, I KEEP DOING IT
00:38:56
BECAUSE I KEEP HITTING THE ATTACK BUTTON TO SHOW YOU.
00:39:00
BUT THE REASON I DON'T HAVE ANY DOCS ABOUT THIS,
00:39:02
IT IS NOT JUST AS SIMPLE
00:39:04
AS DUPLICATING A CURRENTLY EXISTING ASSET,
00:39:09
IT REQUIRES NEW ANIMATIONS,
00:39:11
IT WILL REQUIRE A LITTLE BIT OF THINKING ABOUT THE TYPE OF THING
00:39:14
THAT I WANT TO DO, LIKE, WE HAVE FIREBALLS AND AOES,
00:39:18
WHAT IF I WANTED TO HAVE A FIREBALL THAT SPAWNED AN AOE,
00:39:22
OR I WANTED THE PLAYER TO SHOOT A BOW AND ARROW,
00:39:27
THERE'S A BUNCH OF DESIGN WORK THAT NEEDS TO GO INTO THESE,
00:39:31
WHICH THAT IS A LITTLE SUBJECTIVE.
00:39:35
THAT'S WHY WE DON'T HAVE ANY DOCS ABOUT THIS.
00:39:37
BECAUSE THERE IS A WHOLE BUNCH OF OTHER DECISIONS
00:39:41
THAT NEED TO GO IN,
00:39:42
YOU CANNOT JUST ADD A SKILL TO YOUR GAME,
00:39:44
BECAUSE WHAT IT IF IT MAKES THE GAME SUPER IMBALANCED,
00:39:47
AND THAT IS SOMETHING THAT WILL HAPPEN, RIGHT?
00:39:49
IF I'M WILLY-NILLY ADDING A SKILL TO THIS, ALL OF A SUDDEN,
00:39:52
IF I HAVE A FIRE BALL
00:39:54
THAT SPAWNS OTHER FIRE BALLS DOING 500 DAMAGE,
00:39:57
WHY AM I GOING TO PICK ANY OTHER WEAPON IN THE GAME TO PLAY WITH,
00:40:00
IF I AM USING A FINGER OF GOD TYPE OF WEAPON?
00:40:04
SO THAT'S NOT TO SAY THAT YOU CAN'T ADD ADDITIONAL SKILLS
00:40:10
AND MIX AND MATCH THE CURRENT ANIMATIONS
00:40:11
AND THINGS LIKE THAT THAT WE HAVE WITH THE GAME
00:40:14
TO ADD A NEW SKILL, IT IS JUST --
00:40:16
WE DIDN'T DOCUMENT IT BECAUSE, ONE, WE DIDN'T HAVE TIME
00:40:19
TO COME UP WITH A NEW SKILL TO TEST TO MAKE SURE
00:40:22
THAT IT IS NOT UNBALANCING THE GAME AS IT CURRENTLY IS.
00:40:27
BUT IF YOU DID WANT TO ADD ONE, WE COME TO THE SKILLS,
00:40:30
AND YOU CAN SEE -- OUR FIREBALL,
00:40:32
THIS IS ONE OF THE THINGS THAT I SHOULD POINT OUT,
00:40:35
WE HAVE A BP ABILITY PROJECTILE BASE.
00:40:39
THIS IS SUPER IMPORTANT,
00:40:40
SO THERE IS NO BLUEPRINT LOGIC IN THIS,
00:40:42
IT IS JUST OUR SPHERE CAPSULE,
00:40:47
WE HAVE PROJECTILE MOVEMENT ON HERE, THE ARROW COMPONENT,
00:40:51
THE PARTICLE SYSTEM, AND SOME AUDIO.
00:40:54
IF WE COME UP HERE AND WE OPEN UP THE METEOR, YEAH.
00:41:02
SO THE METEOR SCALE, WHICH IS THE ONE
00:41:04
THAT DOES THE AOE, THIS IS FROM GA SKILL BASE,
00:41:08
SO IT IS BASED OFF OF A DIFFERENT CLASS.
00:41:11
IF I COME TO, LET ME SEE, THERE IS -- HMM.
00:41:19
I THINK THIS SKILL?
00:41:22
HOLD ON A SECOND.
00:41:24
SO LET ME PULL OVER -- WHAT I'M LOOKING FOR
00:41:26
IS BASICALLY ON THE FIREBALL, THERE'S AN INPUT,
00:41:29
AND I DON'T REMEMBER WHICH FILE IT WAS ON.
00:41:33
BASICALLY, WHEN YOU ARE MAKING A PROJECTILE STYLE SKILL,
00:41:39
YOU MAKE THE PROJECTILE AND THIS IS SLOTTED INTO --
00:41:44
I WILL GET TO THIS GUY. I CAN'T SEE THE FIREBALL.
00:41:49
I WILL SEE IF I CAN FIND IT IN HERE.
00:41:52
AND THAT IS NOT --
00:41:54
>>PAULO: MAYBE THE ABILITY? >>SAM: THE ABILITY?
00:41:56
>>PAULO: THE FIREBALL ABILITY, YEAH.
00:41:59
>>SAM: OKAY.
00:42:03
I FEEL SO OLD AND BLIND TRYING TO LOOK AT ALL OF THIS STUFF.
00:42:07
>>PAULO: IT IS GETTING COMPLICATED WITH TIME.
00:42:09
>>SAM: YEAH.
00:42:11
>>PAULO: SO PLAYER --
00:42:12
>>AMANDA: WELL, YOU ARE STILL SEARCHING IN SKILLS,
00:42:14
IS THAT WHERE YOU WANT TO BE?
00:42:15
>>SAM: YES. >>PAULO? IS IT SKILL FIREBALL?
00:42:23
>>PAULO: SHOULD BE --
00:42:24
>>SAM: YEAH, HERE WE GO.
00:42:25
>>PAULO: GA, PLAYER, SKILL FIREBALL.
00:42:28
>>SAM: THE PROJECTILE CLASS. SO BASICALLY, THIS HAS
00:42:32
GA SPAWN PROJECTILE BASE, WHICH IS THE BLUEPRINT,
00:42:36
WHICH IS JUST SLIGHTLY DIFFERENT THAN THE MELEE ONES,
00:42:39
AND THE ONLY DIFFERENCE BETWEEN THESE TWO
00:42:42
IS YOU WILL SEE THIS PROJECTILE CLASS INPUT RIGHT HERE.
00:42:44
THE ONLY DIFFERENCE, EVERYTHING ELSE IS SET UP EXACTLY THE SAME,
00:42:48
BUT YOU NEED TO SLOT THIS PROJECTILE BLUEPRINT
00:42:52
INTO THIS LOCATION RIGHT HERE.
00:42:55
>>PAULO: THE MAIN DIFFERENCE BETWEEN ANIMATION AS A SKILL,
00:43:02
AND THE FIREBALL IS, AT THE END OF THE --
00:43:06
NOT AT THE END, BUT AT THE BEGINNING OF THE ANIMATION,
00:43:10
THE ABILITY SPAWNS A DEAD ACTOR.
00:43:14
THAT IS SIMPLY THAT DIFFERENCE.
00:43:17
INSTEAD OF WAITING FOR ANY SORT OF ANIMATION EVENT,
00:43:21
THE COLLISION CHANNELS WILL TRIGGER AND
00:43:23
AND THEY WILL APPLY DAMAGE.
00:43:25
THAT ACTOR ITSELF IS GOING TO APPLY DAMAGE
00:43:28
TO AN ENEMY WHEN IT HITS -- WHEN IT HITS IT.
00:43:31
SO IT IS A SLIGHT DIFFERENCE, AND IT WORKS ABOUT THE SAME,
00:43:36
BUT I MEAN -- IT IS DIFFERENT ANYWAY. YEP.
00:43:39
>>SAM: IT IS DIFFERENT ENOUGH FOR US TO CALL OUT
00:43:43
BECAUSE THERE ARE GOING TO BE --
00:43:46
THAT IS ONE THING THAT I WANT TO TOUCH ON.
00:43:47
I HAVE NOT TESTED ALL OF THESE FEATURES THAT ARE IN HERE.
00:43:50
SO SOME OF THIS STUFF COULD WORK,
00:43:52
SOME OF IT COULD NOT WORK,
00:43:53
IF YOU DO FIND SOMETHING THAT DOESN'T WORK,
00:43:55
OR IS NOT WORKING THE WAY YOU FEEL THAT IT SHOULD,
00:43:58
PLEASE LET US KNOW
00:44:00
AND WE CAN TAKE A LOOK AT IT AND SEE --
00:44:02
MAYBE IT IS NOT HOOKED UP, THE CONTENT IS THERE,
00:44:06
BUT THERE IS NOTHING HOOKED UP IN THE BACK END IN THE C++,
00:44:09
BECAUSE THIS IS NOT JUST --
00:44:12
THE ABILITY SYSTEM HERE IS VERY, VERY COMPLEX.
00:44:15
AND WE'VE REALLY ONLY KIND OF SCRATCHED THE VERY, VERY SURFACE
00:44:19
OF HOW COMPLEX YOU CAN GET THESE.
00:44:21
I MEAN, YOU CAN HAVE THIS ABILITY --
00:44:24
YOU CAN HAVE THE PLAYER FIREBALL SKILL
00:44:26
DO SOMETHING LIKE STACK POISON DAMAGE ON SOMEBODY.
00:44:30
BASICALLY IF YOU ARE FAMILIAR WITH ANY TYPE OF MMO
00:44:33
THAT HAS COMPLEX SKILLS, LIKE EVERQUEST,
00:44:35
WOW, OR STAR WARS, OR ANY MMO, PERIOD,
00:44:40
THIS IS A VERY, VERY SIMILAR SYSTEM
00:44:42
TO THE TYPES OF SYSTEMS THAT WOULD BE DEPLOYED
00:44:45
IN THOSE STYLE OF GAMES, BECAUSE A LOT OF THOSE PEOPLE
00:44:47
THAT MADE THOSE STYLE OF GAMES WORK HERE AT EPIC
00:44:49
THAT'S WHAT PRODUCED THE ABILITY SYSTEM.
00:44:54
LET ME SEE, WHAT ELSE DO WE HAVE HERE.
00:44:57
THAT'S PRETTY MUCH ALL THAT I HAVE.
00:44:59
LET ME GO BACK OVER MY DOCS REAL QUICK, MY NOTES HERE.
00:45:05
YEAH, THAT'S A GOOD RUNDOWN OF EVERYTHING GOING ON HERE.
00:45:10
SO IF PAULO DOESN'T HAVE ANYTHING ELSE TO ADD,
00:45:12
WE WILL START OPENING IT UP TO SOME QUESTIONS.
00:45:15
WE HAVE QUITE A FEW -- OKAY. PAULO, DO YOU HAVE ANYTHING ELSE
00:45:19
YOU WOULD LIKE TO ADD BEFORE WE JUMP INTO QUESTIONS?
00:45:22
>>PAULO: NOPE, I'M GOOD. >>SAM: ALL RIGHT.
00:45:28
>>VICTOR: HOW WOULD YOU MAKE AN EQUIP ITEM, CHANGE, OR STATS,
00:45:31
SUCH AS INCREASING ATTACK POWER?
00:45:33
>>SAM: UH-HUH, OKAY.
00:45:36
I DO BELIEVE -- ISN'T THAT UNDER THE WEAPON ABILITY,
00:45:45
OR THE ABILITY LEVEL, PAULO?
00:45:48
>>PAULO: YES, YOU COULD CHANGE THE ABILITY LEVEL, SORRY --
00:45:56
YOU CAN ACTUALLY CHANGE THE CHARACTER LEVEL.
00:46:00
AND THEN THE PLAYER, THE CHARACTER ITSELF,
00:46:03
WHEN IT INITIALIZES, IT GOES AFTER THIS DATA TABLE
00:46:08
AND APPLY -- YOU ACTUALLY APPLY A DEFAULT STATS EFFECT,
00:46:12
AND THIS DEFAULT STATS EFFECT GOES AFTER THIS DATA TABLE,
00:46:17
THE DEFAULT MANA AND DEFAULT HEALTH TO THE CHARACTER.
00:46:24
TO ADD MORE DAMAGE TO MAKE THE GAME MORE POWERFUL, YES,
00:46:31
YOU WOULD NEED TO ADD SOME SORT OF MULTIPLIER TO THE DAMAGE,
00:46:37
FOR EVERY WEAPON, YOU NEED TO HAVE SOME SORT OF MULTIPLIER.
00:46:40
AND WHILE WE HAVE ABILITY EQUIPPED,
00:46:44
YOU BASICALLY HAVE TO GO TO THE WEAPON AND SAY, "HEY, THIS --
00:46:51
I HAVE VISIBILITY, SO YOU NEED TO ADD THIS AMOUNT OF DAMAGE,
00:46:57
BONUS DAMAGE, ON YOUR NEXT ATTACK,
00:47:00
BECAUSE I HAVE SUPER POWERS NOW."
00:47:03
AND WE DON'T HAVE THAT BY DEFAULT ON OUR SYSTEM,
00:47:07
IT IS A LITTLE CONVOLUTED TO ADD THIS SUPPORT,
00:47:11
BUT THAT SHOULD BE DOABLE. I WILL GO AFTER -- ACTUALLY,
00:47:15
LOOKING AT THE BLUEPRINTS FOR MELEE ATTACKS,
00:47:20
AS AN EXPERIMENT, AND I WILL LOOK
00:47:22
AT HOW WE APPLIED THE DAMAGE OVER THERE AND HOW WE COLLECT
00:47:26
AND GATHER THE ACTUAL DAMAGE IN THE C++ CODE
00:47:32
AND TRY TO HOOK YOUR OWN VARIABLE
00:47:34
FOR MAYBE BONUS DAMAGE, OR SOMETHING LIKE THAT,
00:47:38
AND THEN ACTIVATE THE BONUS DAMAGE,
00:47:44
DEPENDING ON THE STATUS --
00:47:46
DEPENDING IF YOU HAVE ANOTHER ABILITY OR NOT.
00:47:48
THAT WOULD BE THE RIGHT WAY OF DOING THAT.
00:47:51
>>SAM: AND THEN THERE'S ALSO, ON THE WEAPON ACTOR HERE,
00:47:54
THERE'S THE ABILITY LEVEL.
00:47:56
AND I DO BELIEVE THE MORE YOU INCREASE THIS,
00:47:58
THE MORE DAMAGE YOU ARE SUPPOSED TO GIVE.
00:48:01
>>PAULO: YES. I'M NOT SURE, IF YOU CREATE THIS IN RUNTIME,
00:48:06
IT WILL APPLY MORE DAMAGE.
00:48:09
>>SAM: YEP, YOU READ MY MIND.
00:48:11
I'M NOT 100 PERCENT SURE IF THIS WILL --
00:48:14
IF YOU COULD OPEN THIS UP AND GRAB THE ABILITY LEVEL
00:48:17
FROM THE WEAPON_ AXE_2 - GENERIC,
00:48:22
AND THEN INCREASE THAT AT RUNTIME.
00:48:24
>>PAULO: YEAH, IF YOU DO THAT -- SORRY.
00:48:28
>>SAM: OR BASICALLY RAMP IT UP FROM ONE TO FIVE
00:48:31
AND THEN BACK DOWN TO ONE SOUNDS LIKE IT COULD BE DOABLE,
00:48:33
BUT I HAVE NEVER TRIED THAT.
00:48:35
>>PAULO: YEAH, IT COULD BE DOABLE, BUT I AM JUST NOT SURE
00:48:37
IF THE SYSTEM IS HOOKED UP TO UPDATE THAT LIVE.
00:48:42
BUT IT WOULDN'T BE LIKE THAT COMPLICATED TO GO THAT PATH.
00:48:47
JUST MAKE AN UPDATE FOR EVERY HIT YOU ARE TRYING TO MAKE,
00:48:50
CHECK THE LEVEL OF THAT WEAPON, IF IT IS HIGHER,
00:48:54
YOU PICK THE RIGHT LEVEL AND THE RIGHT DAMAGE,
00:48:56
IT IS GOING TO APPLY,
00:48:58
AND THEN YOU CHANGE IT MAYBE ON A COOL DOWN,
00:49:02
OR ANOTHER ITEM THAT IS EQUIPPED TO THE CHARACTER.
00:49:10
>>SAM: I HOPE THAT ANSWERS THEIR QUESTION.
00:49:12
>>VICTOR: SO YOU NEED TO DO A
00:49:13
LITTLE BIT MORE WORK, ESSENTIALLY.
00:49:17
THIS ONE IS KIND OF COOL, AND SO I WAS WONDERING ABOUT, TOO.
00:49:19
HOW DO YOU MAKE A GAMEPLAY ABILITY THAT TAKES SPECIAL INPUT,
00:49:24
SUCH AS THE FIRST BUTTON PRESS, THROW A SET OF MINE,
00:49:26
AND THE SECOND PRESS, THAT DETONATES IT?
00:49:29
THAT IS PROBABLY AN EVENT DISPATCHER ON THE MINE ITSELF?
00:49:35
>>SAM: YEAH. AND PAULO, CORRECT ME IF I'M WRONG,
00:49:40
WE WERE TALKING ABOUT THIS BEFOREHAND,
00:49:41
BECAUSE WE WANT TO ADD SOMETHING WHERE, LIKE,
00:49:45
THE METEOR SKILL RIGHT NOW JUST DOES IT AROUND YOU LOCALLY,
00:49:48
BUT IT WOULD BE COOL IF WE CAN HAVE YOU MOVE THE MOUSE AROUND,
00:49:51
OR YOUR FINGER AROUND,
00:49:52
AND HAVE IT BE MORE FOR CROWD CONTROL,
00:49:55
SO I'M KILLING THESE ENEMIES DOWN HERE
00:49:57
WHILE I BATTLE THESE ENEMIES OVER HERE.
00:50:02
>>PAULO: YEP. >>SAM: AND THE --
00:50:04
BECAUSE IT COULD BE AN ACTUAL BLUEPRINT
00:50:06
YOU THROW OUT INTO THE WORLD
00:50:08
MAKES THINGS A LOT EASIER,
00:50:09
BECAUSE YOU CAN ADD LOGIC FOR THE INPUTS ON THAT.
00:50:14
YOU CAN HAVE THAT MINE LISTENING FOR RIGHT MOUSE BUTTON,
00:50:18
OR DETONATION, OR SOMETHING LIKE THAT.
00:50:21
WHICH IS, SAY, A LITTLE BIT EASIER
00:50:24
THAN IF YOU HAD EVERYTHING INCLUDED IN ONE ABILITY,
00:50:28
YOU HAD THE ABILITY AND THE SLOTTED STUFF IN,
00:50:31
INSTEAD OF IT BEING MODULARIZED. I FOUND THAT IN DOING THIS,
00:50:35
THE MODULARIZATIONS -- THE PICK UPS, FOR EXAMPLE,
00:50:39
THAT ISN'T SOMETHING THAT WE HAD PLANNED,
00:50:41
WE BUILT IT INTO BLUEPRINTS.
00:50:43
BECAUSE THE SYSTEM IS MODULAR AND YOU CAN ACCESS
00:50:46
ALL OF THE NODES YOU NEED INSIDE OF THE DAMAGE
00:50:50
AND UPDATE THE INVENTORY AND ALL OF THAT STUFF,
00:50:52
IT IS A COUPLE OF DAYS OF MESSING AROUND TO DO IT.
00:50:56
PAULO, IS THERE ANYTHING YOU WOULD LIKE TO ADD ON THAT?
00:50:59
>>PAULO: I WOULD TAKE A LOOK AT THE FIRE BALL ABILITY,
00:51:05
BECAUSE IT ACTUALLY SPAWNS ANOTHER ACTOR.
00:51:10
IT IS A -- IT IS A LITTLE BIT DIFFERENT,
00:51:11
BUT YOU CAN GO FROM THERE,
00:51:13
IT SPAWNS ANOTHER ACTOR THAT HAS A CONSTANT VELOCITY,
00:51:16
BECAUSE IT WORKS AS A PROJECTILE.
00:51:18
BUT NOTHING REQUIRES THAT IT -- IT NEEDS TO HAVE MOVEMENT.
00:51:24
IT CAN BE SOMETHING, LIKE, YOU SPAWN OF THE LEVEL,
00:51:27
AND IT JUST EXISTS THERE,
00:51:29
AND ONCE ANOTHER ACTOR COLLIDES WITH IT,
00:51:31
COLLIDES WITH THE COLLISION SPHERE,
00:51:36
THEN YOU CAN APPLY A DAMAGE EFFECT
00:51:40
TO WHATEVER ACTOR THAT COLLIDED TO.
00:51:42
IT IS NOT THAT VERY DIFFERENT FROM THE FIREBALL,
00:51:47
BUT IT IS JUST NOT SOMETHING THAT NEEDS TO HAVE A VELOCITY,
00:51:51
IT IS GOING TO BE SOMETHING THAT IS GOING TO BE AT THE LEVEL,
00:51:54
WAITING FOR SOMEONE TO HIT IT, BEFORE APPLYING THE DAMAGE.
00:51:58
OF COURSE, YOU NEED TO MAKE THE TARGETING SYSTEM,
00:52:00
SO IF YOU WANT -- IF YOU WANT, LIKE SAM WAS EXPLAINING,
00:52:04
IF YOU WANT TO ACTUALLY POSITION THIS MINE KIND OF OBJECT,
00:52:10
IN SPECIFIC PLACES ON THE LEVEL,
00:52:12
YOU NEED TO COME UP WITH YOUR OWN TARGETING SYSTEM.
00:52:15
AND THAT NEEDS A LITTLE BIT OF YOUR OWN CODE,
00:52:18
BUT THAT IS TOTALLY DOABLE.
00:52:21
>>SAM: I CAN SEE YOU DOING
00:52:23
THE TARGETING SYSTEM INSIDE OF BLUEPRINT.
00:52:26
I DON'T THINK YOU NEED TO GO OUTSIDE AND DO IT IN C++.
00:52:28
>>PAULO: NO.
00:52:30
>>SAM: YOU NEED TO GET YOUR
00:52:31
SCREEN COORDINATES INTO WORLD SPACE.
00:52:34
THAT'S THE MOST COMPLICATED PART OF THAT SET-UP,
00:52:38
GOING FROM THE 2D SCREEN TO MY 3D WORLD.
00:52:43
>>PAULO: UNREAL ENGINE HAS SOME NICE FUNCTIONS FOR THAT KIND OF STUFF,
00:52:50
STUFF THAT PRE-DATES -- THAT COMES
00:52:52
FROM GEARS OF WAR, THINGS LIKE --
00:52:55
YOU TRY TO FIND OUT WHAT IS GOING TO BE THE TRAJECTORY
00:53:01
OF A GRENDADE THAT I'M THROWING, ON UNREAL 4,
00:53:05
YOU SHOULD HAVE SOME OF THAT,
00:53:07
OR YOU CAN PICK UP SOME OF YOUR OWN
00:53:10
TARGETING SYSTEM FOR A GRENADE OR MINE PLACEMENT.
00:53:15
>>VICTOR: THERE'S THE SUGGEST
00:53:17
PROJECTILE VELOCITY FUNCTION.
00:53:19
>>PAULO: YES, I USED THAT A LOT. IMAGINE WHERE IT CAME FROM,
00:53:23
IT CAME FROM QUITE A FEW YEARS AGO, HAHA.
00:53:27
>>VICTOR: YEAH, IT IS GREAT FOR THINGS LIKE TELEPORT TRACE
00:53:29
OR WHENEVER YOU NEED AN ARC.
00:53:32
LET'S SEE HERE, THIS ONE -- OVER MY HEAD,
00:53:36
BE WE WILL SEE IF YOU CAN ANSWER IT. ATTRIBUTE CALCULATION FLAW,
00:53:40
IT IS NOT CLEAR FROM SOURCE CODE THE ORDER, CONDITIONS,
00:53:43
AND PARAMETERS OF EVENTS LIKE PRE-ATTRIBUTE CHANGE,
00:53:48
PULLS GAMEPLAY EFFECT EXECUTE, AND SO ON.
00:53:53
>>SAM: THAT IS, UH, THAT IS A BEN ZIEGLER QUESTION.
00:53:56
I'M SORRY, I DON'T KNOW THE ANSWER TO THAT ONE.
00:53:59
WE CAN DEFINITELY CONTACT BEN AND GET DIRECT ANSWER TO THAT.
00:54:04
BUT THAT IS -- I DID NOT DO ANY OF THE C++ CODE.
00:54:08
AND PAULO, DO YOU HAVE ANY IDEA?
00:54:12
>>PAULO: UH, I HAVE SOME IDEA ABOUT THE IMPORTANCE OF IT.
00:54:15
I CAN UNDERSTAND WHAT THE PERSON IS LOOKING AT.
00:54:18
WE WOULD DEFINITELY NEED TO TALK TO ONE OF OUR ENGINEERS,
00:54:20
BECAUSE THEY UNDERSTAND THE UNDERLYING CODE,
00:54:27
TO GIVE US THAT ANSWER.
00:54:29
>>VICTOR: YEAH, WE WILL REACH OUT AFTERWARD
00:54:30
AND POST IT ON THE FORUM IN CASE WE GET AN ANSWER.
00:54:35
SO THERE WAS ANOTHER QUESTION THAT IS A LITTLE BIT GENERIC,
00:54:38
BUT I THOUGHT WAS GOOD TO MENTION, CAN WE USE
00:54:41
THE ASSETS IN THIS EXAMPLE IN A COMMERCIAL GAME? YES.
00:54:44
>>SAM: YES, THIS IS MADE OF INFINITY BLADE ASSETS,
00:54:50
THE SOUL CAVE, THE INFINITY BLADE CHARACTERS, THE WEAPONS,
00:54:55
AND I HAVE GONE THROUGH EVERY ASSET AND PAINSTAKINGLY MADE
00:55:00
SURE WE HAD THE RIGHTS TO NOT ONLY PUT THIS OUT,
00:55:05
BUT THE RIGHTS TO REDISTRIBUTE IT,
00:55:08
BECAUSE WHEN YOU REDISTRIBUTE IT FOR DOWNLOAD,
00:55:12
THIS IS A -- THIS IS A VERY --
00:55:16
BECAUSE WE REDISTRIBUTE STUFF, THAT NULLS A LOT OF LICENSES.
00:55:20
A LOT OF THEM SAY, "HEY, YOU CAN USE THIS FOR FREE
00:55:23
IN THE BINARY COMMERCIAL PROJECT THAT YOU SELL."
00:55:25
WE DO NOT SELL BINARIES, WE SELL --
00:55:27
WE DON'T SELL ANY OF OUR LEARNING STUFF.
00:55:30
WHAT WE DO IS WE GIVE YOU STUFF THAT YOU CAN THEN USE,
00:55:33
THAT COUNTS AS REDISTRIBUTING IT,
00:55:35
AND A LOT OF FREE LICENSES STRICTLY FORBID THAT.
00:55:40
ALL OF THE CONTENT IN THIS PROJECT CAN 100 PERCENT
00:55:44
BE USED IN ANY OTHER PROJECT, OR IF YOU REALLY WANTED TO,
00:55:47
YOU COULD MAKE THIS A LITTLE BIT DIFFERENT
00:55:50
AND ACTUALLY PUT THIS UP ON GOOGLE PLAY.
00:55:53
THAT'S NOT TO SAY THAT THEIR ARE AUTOMATIC STUFF
00:55:55
THAT WILL TAKE IT DOWN FOR YOU, I HAD THAT
00:55:58
HAPPEN WHEN I HOSTED THIS THE WRONG WAY,
00:56:00
I PUT IT INTO A DIFFERENT ACCOUNT AND THEY SAID,
00:56:02
"OH, YOU ARE TRYING TO TAKE EPIC GAME'S ACCOUNT."
00:56:05
NO, I DIDN'T DO THAT, IT WAS A MISTAKE,
00:56:07
I WAS ON THE WRONG ACCOUNT AND POSTED IT TO THE WRONG THING.
00:56:12
BUT I HAVE SEEN SOME PEOPLE,
00:56:14
ONE OTHER VERSION OF THIS GAME RELEASED,
00:56:16
AND I CAN'T REMEMBER, THE NAME WAS REALLY CRAZY.
00:56:20
IT WAS THE EXACT SAME VERSION OF THE GAME,
00:56:22
SOMEBODY RELEASED IT TO THE STORE,
00:56:24
WHICH YOU ARE MORE THAN WELCOME TO DO,
00:56:27
BUT IT IS FREE FOR YOU TO USE HOWEVER YOU USE IN THE PROJECT.
00:56:34
>>VICTOR: AND THE SAME GOES FOR EVERYTHING IN THE LEARN TAB.
00:56:36
>>SAM: YES, EVERYTHING IN THE LEARN TAB.
00:56:40
>>AMANDA: ANY PLANS TO MAKE THE GAMEPLAY SYSTEM
00:56:43
TO BE BLUEPRINT SET-UP, OR WILL IT ALWAYS REQUIRE A C++?
00:56:48
>>SAM: YES, IT IS ALWAYS GOING TO REQUIRE C++.
00:56:51
THE REASON IS BECAUSE THERE WERE SOME VERY COMPLEX DAMAGE
00:56:54
CALCULATIONS THAT TAKE PLACE BEHIND THE SCENES,
00:56:57
THIS IS ANOTHER GREAT THING THIS PROJECT IS GREAT FOR,
00:57:00
IF YOU EVER WONDER ABOUT BLUEPRINT AND C++ PARITY,
00:57:03
OR YOU DON'T UNDERSTAND WHAT THAT MEANS,
00:57:06
BASICALLY WHAT THAT MEANS, ALL OF THE COMPLEX STUFF,
00:57:10
THE DAMAGE CALCULATIONS,
00:57:11
THE HANDLING THE INVENTORY AND THE UI,
00:57:14
ALL OF THE STUFF THAT REQUIRES SOME HEAVY LIFTING IN C++,
00:57:18
IS ALL DONE IN C++.
00:57:20
THEN WHAT BEN DID FOR US IS HE EXPOSED CERTAIN THINGS LIKE,
00:57:23
LET ME GO AHEAD AND OPEN UP -- PICK UP,
00:57:30
BECAUSE THAT HAS SOME STUFF IN IT,
00:57:32
I THINK THIS RIGHT HERE, YEA, SET SLOTTED ITEM.
00:57:36
I WILL NOT DOUBLE CLICK ON IT AND MAKE RPG --
00:57:42
MAKE RPG ITEM SLOT,
00:57:43
THESE TWO NODES, IF I DOUBLE CLICK ON THEM,
00:57:45
THEY OPEN UP THE SOURCE CODE INSIDE OF THE C++.
00:57:50
INSTEAD OF HAVING EVERYTHING HARD CODED,
00:57:56
YOU HAVE A MAP, A POTION, A PRIMARY ASSET,
00:58:00
A SKILL, A TOKEN, OR A WEAPON. I, AS ONE OF THE DESIGNERS,
00:58:04
OR PAULO, AS ONE OF THE DESIGNERS,
00:58:06
CAN USE NODES TO BUILD THINGS THAT WERE NOT DESIGNED AT ALL.
00:58:10
LIKE THIS PICK UP IS NOT SOMETHING THAT WE DESIGNED,
00:58:13
I JUST WAS LIKE, "I WONDER IF I CAN MAKE A PICK UP"
00:58:15
BECAUSE I HAVE THE ABILITY TO SET THE SLOTTED ITEM
00:58:18
AND UPDATE THE ICON.
00:58:19
SO I WONDER IF I CAN DO THIS?
00:58:22
IT TOOK ME A DAY TO GET EVERYTHING WORKING,
00:58:25
THE HARD PART WAS GETTING THE STUPID THE ICON TO CHANGE,
00:58:27
I COULD NOT GET IT DONE FOR THE LONGEST TIME.
00:58:31
IT WORKED, THOUGH,
00:58:35
AND I WAS SURPRISED HOW FAST I WAS ABLE TO GET IT TO WORK,
00:58:41
BECAUSE ALL OF THIS STUFF HAS BEEN EXPOSED.
00:58:44
IT ALLOWED ME TO DO STUFF AND EXPERIMENT IN WAYS
00:58:47
I WOULD NOT BE ABLE TO DO.
00:58:50
PAULO, DO YOU HAVE ANYTHING TO ADD TO THAT AS WELL?
00:58:52
>>PAULO: A GREAT EXAMPLE OF
00:58:54
THAT, IF YOU LOOK AT THE ABILITIES,
00:58:56
LET'S SAY THAT A MELEE BASED ABILITY
00:58:59
THAT WE USE FOR THE SWORDS AND THE AXES AND ANYTHING.
00:59:03
YOU SEE THAT WE HAVE A C++, AND THAT WILL BE A NODE,
00:59:08
A BLUEPRINT NODE, THAT WAS EXPOSED TO C++,
00:59:11
THAT IS CALLED PLAY MONTAGE AND WAIT FOR EVENT.
00:59:13
THIS IS SOMETHING THAT WAS ACTUALLY CUSTOM
00:59:16
BUILT BY BEN ZEIGLER, THE PROGRAMMER --
00:59:22
THE C++ PROGRAMMER IN THIS PROJECT.
00:59:24
BECAUSE THE ORIGINAL DESIGN FOR THAT WAS THAT WE USED --
00:59:29
WELL, A SKILL, OR SOME SORT OF ATTACK IS LITERALLY A MONTAGE
00:59:34
AND, AT A CERTAIN POINT IN THE ANIMATION,
00:59:37
HAVE IT DO A THING AND RUN THIS BLUEPRINT CODE.
00:59:40
WHAT BEN DID FOR US, HE IMPORTED THAT,
00:59:43
AND HE MOVED THAT INTO C++ CODE
00:59:45
AND, USUALLY PEOPLE THINK THAT WE MOVE STUFF,
00:59:50
WE MOVE LOGIC TO C++ TO CODE, BECAUSE OF PERFORMANCE ISSUES,
00:59:56
BUT THIS IS ACTUALLY A VERY GOOD CASE FOR DEBUGGING
01:00:00
AND FOR PROJECT MANAGEMENT REASONS, IT MAKES A LOT OF SENSE
01:00:05
TO MOVE SOME OF THE LOGIC TO CODE, TO C++.
01:00:09
SO IT MAKES IT EASIER FOR PROGRAMMERS
01:00:11
TO MAINTAIN AND DEBUG IN THE LONG-RUN.
01:00:15
ANOTHER GREAT EXAMPLE OF THAT IS THE INVENTORY SYSTEM.
01:00:18
I DESIGNED THE INVENTORY SYSTEM ENTIRELY USING BLUEPRINTS,
01:00:22
SO THIS INVENTORY SYSTEM THAT WE HAVE IN THE GAME NOW,
01:00:25
I DESIGNED IT, IT WAS 100 PERCENT BLUEPRINT.
01:00:27
BUT BEN MADE THE DECISION, AND I AGREE,
01:00:30
THAT YEAH, WE SHOULD DEFINITELY MOVE THIS TO C++
01:00:33
BECAUSE THIS IS THE EXACT KIND OF THING THAT A PROGRAMMER --
01:00:39
WILL WANT TO MOVE TO C++,
01:00:40
BECAUSE IT IS A LITTLE BIT MORE MANAGEABLE WHEN YOU ARE --
01:00:44
FOR A PROJECT THE SIZE OF ACTION RPG,
01:00:46
THAT IS 100 PERCENT OKAY TO GET THAT AS A BLUEPRINT.
01:00:49
AS YOU MOVE INTO THE TERRITORY OF MORE COMPLEX PROBLEMS,
01:00:53
WHEN WE ARE TALKING ABOUT GAMES, LIKE WHAT WE DO,
01:00:55
LIKE FORTNITE AND PARAGON,
01:00:57
IT MAKES IT EASIER IN THE LONG RUN AS THE PROJECT GROWS
01:01:00
TO HAVE THIS SORT OF KEY FUNCTIONALITY IN CODE IN C++,
01:01:05
BECAUSE IT MAKES IT EASIER
01:01:07
TO MAINTAIN AND DEVELOP IN THE LONG TERM.
01:01:12
>>SAM: SO ONE THING I WANT TO ADD TO THAT,
01:01:14
IF WE KICK IT OVER TO THE SCREEN REAL QUICK, THIS --
01:01:17
SO I WILL ZOOM IN A LITTLE HERE.
01:01:20
BUT BASICALLY, SO THIS IS THE SWORD --
01:01:22
AND I ONLY AM SHOWING YOU ONE COMBO RIGHT HERE.
01:01:26
BUT ALL OF THESE LITTLE SECTIONS IN HERE,
01:01:29
THIS IS HOW WE ARE TRIGGERING THINGS.
01:01:31
YOU CAN SEE THIS WEAPON ATTACK,
01:01:33
THIS IS GOING TO BE DOING THE DAMAGE.
01:01:35
AND ONE OF THESE STOPS US, ONE OF THESE MAKES US IMMUNE,
01:01:41
THIS WILL BLOCK ANY INCOMING ITEM.
01:01:45
>>PAULO: WEAPON ATTACK IS THE ONE THAT ACTUALLY DOES --
01:01:49
IT RUNS THE ATTACK CODE.
01:01:50
>>SAM: YEAH, THIS ONE -- SO THIS RUNS IT.
01:01:52
AND YOU COME IN HERE AND YOU ADD A NOTIFY, YOU CAN SEE THAT --
01:01:55
OR I CAN ADD A STATE NOTIFY.
01:01:57
AND THE STATE NOTIFY -- THE STATES ARE DOING THE TRAILS,
01:02:01
WHEN HE GOES INTO SLOW MOTION, WHEN HE IS DOING A KICK,
01:02:04
WE CALL THE SLOW MOTION NOTIFIER RIGHT HERE.
01:02:06
AND, BY COMBINING ALL OF THESE THINGS TOGETHER,
01:02:09
AND AGAIN, THIS IS WHY I DIDN'T SET UP A DOCUMENT
01:02:12
ABOUT DEVELOPING A NEW SKILL, BECAUSE THERE IS --
01:02:17
THERE IS SO MUCH COMPLEXITY TO WHAT WE CURRENTLY HAVE
01:02:21
THAT ADDING A NEW ONE, IT IS JUST -- THERE'S --
01:02:25
THERE ARE TOO MANY VARIABLES, TOO MANY KNOBS,
01:02:27
YOU ARE GOING TO HAVE TO FILL IN AND TURN.
01:02:30
AND ALSO, WE DIDN'T KNOW EXACTLY WHAT OTHER SKILLS
01:02:33
THAT WE WANTED TO ADD TO THIS PARTICULAR PROJECT.
01:02:35
WE DIDN'T KNOW IF, YOU KNOW, IF WE WANTED TO ADD,
01:02:39
YOU KNOW, A BOW AND ARROW, OR SOMETHING LIKE THAT.
01:02:43
BUT, WITH THAT SAID, IT IS EASY FOR YOU TO COME IN HERE
01:02:46
AND SAY YOU REALLY LIKE THIS --
01:02:48
BUT YOU DON'T WANT THE TRAILS; IF I CAN FIND THEM.
01:02:52
I SAY THIS NOW, BECAUSE I FOUND THESE EARLIER,
01:02:54
BUT NOW I DON'T REMEMBER WHERE THEY ARE.
01:02:56
YOU CAN ACTUALLY JUST DISABLE THEM FROM HERE, AND I THINK --
01:03:00
OH, HERE THEY ARE. YEAH, THERE'S ONE, AND SO -- OH.
01:03:04
THERE'S THE SHIELD I MENTIONED --
01:03:05
THIS WILL INVOKE A SHIELD ON THE PLAYER
01:03:08
SO THEY ARE NOT DAMAGED BY THEIR OWN ATTACK,
01:03:12
OR SOMETHING LIKE THAT.
01:03:13
AND LET'S SEE, WHAT ELSE.
01:03:18
THAT IS PRETTY MUCH IT.
01:03:19
IF I WANTED TO GET RID OF THE TRAILS,
01:03:21
I WOULD DELETE THIS NOTIFY HERE.
01:03:23
I DON'T WANT TO DO THAT BECAUSE I'M NOT SURE IF I DELETE THAT,
01:03:26
IF IT WILL CRASH OR NOT. BECAUSE IT IS STILL PLAYING.
01:03:29
>> [ LAUGHTER ].
01:03:30
>>SAM: I DON'T WANT TO OPEN EVERYTHING BACK UP AGAIN.
01:03:35
BUT, YEAH, THIS --
01:03:39
THIS LOOKS SUPER COMPLICATED, AND I CAN GO TO ANOTHER --
01:03:42
BUT THIS IS THE BREAD AND BUTTER OF ALL OF THE ABILITIES,
01:03:45
EVERYTHING THAT HAS -- AS WE MENTIONED BEFORE,
01:03:47
EVERYTHING WAS BUILT BEFORE USING THE MONTAGE,
01:03:50
THIS IS HOW IT IS SET UP AND DONE.
01:03:53
THE DAMAGE CODE RUNS,
01:03:55
IT IS WHERE WE MAKE SURE THE PLAYER CANNOT BE DAMAGED,
01:03:57
IT HAS A SHIELD, AND IT IS ALSO STANDARD ANIMATION NOTIFY.
01:04:03
IT IS NOT SOMETHING THAT IS NEW, OR UNIQUE,
01:04:05
THIS IS JUST HOW YOU USE THE ANIM NOTIFY SYSTEM
01:04:08
WITHIN THE ANIMATION MONTAGES.
01:04:10
SO YOU WILL FIND IT USED IN A LOT OF VIDEO GAMES.
01:04:13
A LOT OF PEOPLE USE THE NOTIFY TO DO FOOT STEPS, SOUNDS,
01:04:17
OR PROTOCOLS THAT COME UP FOR DUST PARTICLES OR SOMETHING,
01:04:21
THOSE ARE THE COMMON USES FOR THIS,
01:04:23
BUT IT DOESN'T MEAN YOU HAVE TO USE IT SPECIFICALLY FOR THAT.
01:04:28
>>PAULO: YEAH, THAT WAS -- SORRY.
01:04:31
THAT WAS WHAT I WAS GOING TO SAY.
01:04:35
THAT'S WHY SOME OF THIS STUFF IS IN C++,
01:04:38
IT IS CUSTOMIZED TO THE USES
01:04:42
THAT WE DID FOR THE PROJECT.
01:04:44
I'M NOT SAYING YOU HAVE TO USE THE MONTAGES FOR THE GAME,
01:04:47
OR THE ABILITY SYSTEM, IN ACTION RPG,
01:04:53
WE HAD TO USE BOTH
01:04:55
AND THAT'S WHY OUR IMPLEMENTATION IS SO CUSTOM,
01:04:59
AND BECAUSE GAMES ARE VERY, VERY DIFFERENT FROM EACH OTHER,
01:05:06
THAT IS PROBABLY WHY -- WE'RE NOT SURE YET.
01:05:08
MAYBE -- THAT IS SOMETHING THAT MAY CHANGE IN THE FUTURE,
01:05:11
THAT IS PROBABLY ONE OF THE REASONS
01:05:13
WHY THE ABILITY SYSTEM THAT IS SO COMPLEX,
01:05:16
IS GOING TO BE KEPT FOR A WHILE, UNDER C++ CONTROL.
01:05:21
I BELIEVE THOSE ARE ONE OF THE REASONS FOR THAT.
01:05:27
>>AMANDA: JUST COMMENTING -- LOOPING BACK AROUND.
01:05:30
THE DOCS ACTUALLY DO A PRETTY GOOD JOB
01:05:32
OF EXPLAINING THE C++ VERSION.
01:05:34
>>SAM: YES, LET ME PULL THIS BACK OVER HERE --
01:05:36
>>AMANDA: -- OF USAGE IN THE SYSTEM.
01:05:38
>>SAM: WE HAVE THE BUILDING C++ -- THIS IS GOING TO BREAK DOWN
01:05:43
BASICALLY WHAT THE CODE OVERVIEW IS.
01:05:46
IT GOES OVER ALL OF THE HEADER FILES,
01:05:50
WHICH YOU CAN FIND IN EACH OF THE H FILES,
01:05:53
IT TALKS ABOUT OUR INVENTORY AND ASSET MANAGEMENT.
01:05:56
WE GET A DESCRIPTION OF WHAT WEAPONS,
01:05:58
SKILLS, POTIONS, AND TOKENS ARE.
01:06:01
AND THIS IS TEXT OVERLOAD, WHAT AM I GOING TO DO,
01:06:04
AND THIS DOCUMENT AND THIS DOCUMENT
01:06:08
AND THIS DOCUMENT ARE ALL AIMED AT C++ PROGRAMMERS.
01:06:14
SO IF YOU ARE AN ARTIST, OR A DESIGNER, BY ALL MEANS,
01:06:17
HAVE A LOOK AT THIS.
01:06:19
DON'T FEEL BAD IF IT JUST GOES OVER YOUR HEAD.
01:06:21
THERE IS NOT A LOT IN HERE
01:06:22
THAT YOU REALLY NEED TO BE CONCERNED WITH.
01:06:26
WE DO HAVE A BREAKDOWN BASICALLY OF EVERYTHING
01:06:28
THAT WE KIND OF EXPLAINED TODAY -- IS DOCUMENTED IN THESE.
01:06:31
SO ATTRIBUTES AND EFFECTS, MELEE ABILITIES,
01:06:34
SKILL ABILITIES, AND EXECUTING ABILITIES.
01:06:37
EACH ONE OF THESE DOCUMENTS IS GOING TO BREAK DOWN,
01:06:40
AT A VERY HIGH AND LOW LEVEL, EXACTLY WHAT THIS PART DOES
01:06:44
AND THESE WERE ACTUALLY WRITTEN BY BEN ZEIGLER HIMSELF,
01:06:46
WHO WROTE THE SYSTEM, I DID THE COPY,
01:06:48
MADE SURE IT DOESN'T SAY ANYTHING TOO CRAZY,
01:06:51
OR DID NOT TRANSLATE WELL INTO OTHER LANGUAGES.
01:06:55
BUT THIS IS EXACTLY WHAT HE SAID ABOUT THE SYSTEM.
01:07:00
IF YOU WANT MORE IN-DEPTH INFORMATION
01:07:02
THAN WE ARE PROVIDING TODAY,
01:07:04
THESE ARE THE DOCS YOU WANT TO LOOK AT.
01:07:06
>>VICTOR: YOU DID MENTION EARLIER, IN TALKING LAST WEEK,
01:07:08
THERE WAS AN UPDATE COMING TO THE DOCUMENTATION AS WELL.
01:07:12
>>SAM: YES, THOSE ARE THESE GUIDES RIGHT HERE,
01:07:14
WE DIDN'T HAVE THEM BEFORE T THEY ARE BRAND NEW.
01:07:15
SO ADDING A RANDOM SOUL,
01:07:17
A NEW PICK UP AND ADDING A NEW POTION.
01:07:22
THESE ARE NEW DOCS, I WROTE THEM A MONTH AGO
01:07:27
AROUND CHRISTMAS TIME AND JUST GOT THEM INTO THE CMS.
01:07:35
I WANTED DOCS FOR ARTISTS AND DESIGNERS,
01:07:38
WHILE YOU CAN GET A LOT OF INFORMATION FROM THE DOCS ABOVE,
01:07:41
IF YOU DIDN'T HAVE ANY BLUEPRINT KNOWLEDGE
01:07:44
OR C++ KNOWLEDGE OR LIMITED BLUEPRINT KNOWLEDGE,
01:07:46
YOU WOULDN'T REALLY GET OUT OF THEM WHAT YOU NEEDED TO GET.
01:07:49
SO I WANTED TO GIVE PEOPLE THAT DON'T COME FROM A CODING
01:07:53
BACKGROUND, LIKE MYSELF, SOMETHING THAT THEY COULD,
01:07:55
YOU KNOW, START SMALL AND KIND OF WORK UP TO.
01:07:59
YOU KNOW, IF I WAS DOING THIS AND LOOKING TO START, YOU KNOW,
01:08:02
SOMETHING BRAND NEW, I WOULD DO --
01:08:04
AGAIN, I WOULD DO THE POTION DOCUMENT FIRST,
01:08:07
FOLLOWED BY THE WEAPON DOCUMENT, AND THEN ADDING A RANDOM SOUL,
01:08:12
AND THIS ACTUALLY HAS LESS STEPS THAN THIS, ADDING A PICK UP.
01:08:16
ADDING A PICK UP IS A LITTLE MORE COMPLICATED.
01:08:18
THIS ONE AND ADDING A WEAPON,
01:08:23
THAT IS ACTUALLY ONE OF MY FAVORITE ONES
01:08:24
BECAUSE WHAT THIS WILL ALLOW YOU TO DO,
01:08:26
SAY YOU CREATE A WEAPON IN MAYA, EXPORT IT AS A SKELETAL MESH,
01:08:32
SLOT IT IN THERE, AND YOU HAVE A WEAPON.
01:08:34
IT IS THAT QUICK TO GET IT IN YOUR PLAYER'S HANDS
01:08:38
AND SEE IT USED.
01:08:41
THESE DOCUMENTS ARE AIMED FOR A QUICK PATH TO SUCCESS.
01:08:46
IT SHOULD TAKE YOU 30 TO 40 MINUTES TO GO THROUGH IT
01:08:49
AND GET IT WORKING.
01:08:51
AND ONE OTHER THING I WANT TO POINT OUT,
01:08:54
ALL OF THESE DOCUMENTS,
01:08:55
AND YOU SEE EVERYTHING EXISTS INSIDE OF THE GAME,
01:08:59
IF YOU ARE FOLLOWING ALONG WITH THESE,
01:09:01
YOU ARE GOING TO WANT TO MODIFY THE NAME A LITTLE BIT TO ENSURE
01:09:04
IT IS DIFFERENT THAT WHAT EXISTS IN THERE OR
01:09:08
YOU ARE GOING TO GET A NAMING CONFLICT.
01:09:10
I DID IT SO YOU HAVE THE FINAL RESULT,
01:09:13
IT SUCKS WHEN YOU ARE BUILDING SOMETHING,
01:09:16
YOU ARE FOLLOWING A TUTORIAL
01:09:17
AND YOU DON'T NECESSARILY UNDERSTAND EVERYTHING
01:09:20
AND YOU HAVE NOTHING TO LOOK AT, WHERE DID I GO WRONG,
01:09:24
WHAT DID I FORGET IN
01:09:26
MY VERSION, VERSUS WHAT THEY HAD.
01:09:28
SO I WANTED TO GIVE EVERYBODY A VERSION OF THIS
01:09:31
THAT WAS COMPLETELY DONE
01:09:32
SO YOU HAVE SOMETHING TO LOOK AT TO KIND OF, YOU KNOW,
01:09:36
GIVE A LITTLE BIT OF GUIDANCE IN CASE YOU ARE WONDERING
01:09:38
WHERE YOU WENT WRONG OR SOMETHING LIKE THAT.
01:09:41
>>VICTOR: WHEN WILL THEY SEE THE UPDATED PROJECT?
01:09:45
>>SAM: THIS WILL GO OUT IN 4.22.
01:09:47
SO I WILL UPDATE IT ON ALL OF THE STORES,
01:09:49
I WILL PUSH THAT OUT SOMETIME HOPEFULLY BEFORE GDC, YEAH.
01:09:55
RELEASED -- >>PAULO YES.
01:09:57
>>SAM: YEAH, YEAH.
01:09:58
THIS ALREADY GOT PUSHED UP TO THE RELEASE BRANCH,
01:10:01
IT IS IN THERE ALREADY
01:10:03
WITH EVERYTHING THAT YOU SEE HERE TODAY,
01:10:06
AND EVERYTHING THAT IS HERE IS IN THE 4.22 RELEASE BRANCH,
01:10:10
I SYNCED IT, CHECKED IT OUT. YOU WILL SEE IT
01:10:14
IN THE NEXT UPDATE UNLESS SOMETHING HAPPENS.
01:10:17
>>VICTOR: THAT'S GREAT.
01:10:20
IN TERMS OF TRACKING VERSION CHANGES,
01:10:22
EACH TIME EPIC UPDATES THE ACTION RPG SAMPLE,
01:10:24
IS THERE A VERSION NUMBER IN THE PROJECT
01:10:27
FOR SOMEBODY WHO MIGHT HAVE SEVERAL COPIES OF IT?
01:10:30
>>PAULO: THAT'S A GOOD QUESTION.
01:10:32
>>SAM: YOU CAN HOVER OVER HERE
01:10:34
ON THE TOP OF ANY UNREAL EDITOR PROJECT
01:10:39
AND YOU WILL SEE WHAT VERSION YOU ARE,
01:10:41
YOU WILL SEE IF THIS IS UE4 DEV DOCUMENTATION,
01:10:43
AND IT WAS BUILT ON JANUARY 24, WITH VERSION 4.22.0,
01:10:51
I'M NOT SURE WHAT THE REST OF THE NUMBERS MEAN.
01:10:53
I HAD A SCALE THAT I PULLED IT FROM.
01:10:56
>>PAULO: I THINK THEY ARE ASKING
01:11:00
ABOUT THE PROJECT ITSELF, VERSION NUMBERS,
01:11:04
SO THEY PROBABLY HAVE AN EASIER --
01:11:06
THEY MAKE IT EASIER WHEN THEY WANT TO --
01:11:08
YOU KNOW, EVEN THOUGH WE RECOMMENDED
01:11:11
THAT YOU DON'T DO THIS, PEOPLE STILL WANT TO DO THIS.
01:11:15
THEY STILL WANT TO, LIKE, UPDATE THEIR OWN PROJECTS
01:11:17
BY SYNCING BACK THEIR STUFF FROM ACTION RPG.
01:11:21
I'M NOT SURE WE SUPPORT THAT.
01:11:24
>>SAM: YOU'RE -- YOU WILL HAVE A BAD TIME.
01:11:26
>>PAULO: YES.
01:11:27
>>SAM: WE DIDN'T BUILD THE GAME WITH THAT IN MIND BECAUSE,
01:11:31
SO THE OTHER THING, THIS IS BUILT LIKE AN ACTUAL GAME.
01:11:34
IT CAME FROM A PROTOTYPE THAT SOMEBODY MADE THAT WE TOOK,
01:11:38
BECAUSE IT WAS BUILT IN BLUEPRINT ORIGINALLY.
01:11:40
WE TOOK A PROJECT, A PROTOTYPE PROJECT,
01:11:44
WE REMOVED THE EXPENSIVE CALCULATIONS FROM BLUEPRINT,
01:11:47
PUT THEM INTO C++ AND WE ARE ITERATING ON THIS
01:11:50
AS YOU WOULD WITH A REAL PROJECT.
01:11:52
THIS IS AS CLOSE AS YOU ARE GOING TO GET INTO
01:11:55
SOMEBODY'S DEVELOPMENT AT A PROFESSIONAL STUDIO --
01:11:58
OTHER THAN WORKING AT A PROFESSIONAL STUDIO
01:12:00
ON A VIDEO GAME. IT MAY BE A SMALL PROJECT,
01:12:05
BUT THIS IS TOTALLY SOMETHING THAT A TWO-MAN TEAM CAN MAKE.
01:12:09
ONE OF THE CORE TENEMENTS OF DEVELOPMENT,
01:12:14
WHEN YOU ARE IN PRODUCTION, YOU DO NOT UPDATE YOUR CODE BASE
01:12:17
UNLESS YOU NEED SOMETHING THAT,
01:12:19
MEANS SOMETHING THAT YOUR GAME CAN'T SHIP.
01:12:21
SAY THERE'S AN UPDATE TO ANDROID OR IOS,
01:12:25
THAT YOU HAVE TO TAKE THIS UPDATE
01:12:27
OR YOU CANNOT PACKAGE THE GAME FOR THE STORE,
01:12:29
THAT'S THE ONLY TIME YOU TAKE ANOTHER VERSION OF THE ENGINE,
01:12:33
AND EVEN THEN, YOU ONLY TAKE A SPECIFIC CHANGE LIST
01:12:37
OR MULTIPLE CHANGE LISTS TO GIVE THAT SPECIFIC FUNCTIONALITY.
01:12:41
I HAVE NEVER WORKED IN A STUDIO
01:12:42
EVER THAT MADE IT HALFWAY THROUGH PRODUCTION
01:12:45
AND SAID, YOU KNOW WHAT, WE WILL TAKE THE LATEST AND GREATEST
01:12:49
BECAUSE WE HAVE SOME TIME TO KILL
01:12:52
AND WE WANT SOME BUGS TO SQUASH.
01:12:56
>>PAULO: SOME STUDIOS DO THAT.
01:12:58
THEY USUALLY -- >>SAM: YES.
01:13:00
>>PAULO: THEY USUALLY NEVER SHIP A GAME.
01:13:02
BUT ANYWAY, WHAT I WOULD SAY IN REGARD TO VERSIONS,
01:13:09
WE COULD TELL THAT YOU CAN TIE ACTION RPG VERSIONS
01:13:14
TO ENGINE VERSION.
01:13:16
WE HAVE BEEN TRYING TO RELEASE UPDATES
01:13:20
FOR EVERY MAJOR VERSION OF THE ENGINE.
01:13:23
SO ACTION RPG WAS RELEASED ON 4.20.
01:13:27
I THINK WE SKIPPED 4.21.
01:13:30
>>SAM: WE MADE SOME UPDATES TO IT, BUT NOT A LOT.
01:13:33
WITH MAINTENANCE STUFF AND A LITTLE BIT OF REFACTORING,
01:13:36
BUT THERE WERE NOT MASSIVE CHANGES TO IT.
01:13:39
4.22, THOUGH.
01:13:41
>>PAULO: YEAH, 4.22, IT IS A DIFFERENT STORY,
01:13:43
WITH A BUNCH OF CHANGES TO IT.
01:13:46
SO, YES, I WOULD TIE IT TO EVERY MAJOR ENGINE RELEASE,
01:13:51
IF YOU WANT TO SAY THAT ACTION RPG 4.20,
01:13:54
ACTION RPG 4.21, ACTION RPG 4.22...
01:14:00
JUST REINFORCING WHAT SAM WAS SAYING,
01:14:05
THERE IS ONE THING YOU FIND OUT WITH GAME DEVELOPMENT
01:14:07
IS WE HAVE BEEN TRYING TO BUILD ACTION RPG
01:14:10
AND THE WAY THAT IS THE MOST PROFESSIONAL POSSIBLE,
01:14:14
OR THE CLOSEST TO WHAT WOULD BE
01:14:17
BEST PRACTICES IN GAME DEVELOPMENT.
01:14:21
THE THING IS, WHEN YOU TRY TO MAKE A GAME
01:14:25
THAT IS NOT ONLY GOING TO BE A SAMPLE PROJECT,
01:14:28
OR AN EXAMPLE, YOU ARE TRYING TO SHIP SOMETHING.
01:14:33
SOMETIMES YOU HAVE TO -- YOU HAVE TO ALLOW SOME --
01:14:37
SOME THINGS THAT ARE NOT NECESSARILY BEST PRACTICE,
01:14:41
BUT ARE THERE TO MAKE THE GAME --
01:14:45
SO THE GAME IS ACTUALLY SHIPPABLE,
01:14:47
SO WE CAN GO TO THE STORE, SO WE CAN FIX A BUG,
01:14:51
AND USUALLY -- IT IS NOT GOING TO BE LIKE THE MOST --
01:14:54
THE BEST WAY TO FIX SOMETHING, BUT IT IS THE WAY THAT WE FOUND
01:14:58
AT THAT MOMENT WE HAD TO USE IT,
01:15:00
BECAUSE WE DIDN'T HAVE TIME.
01:15:02
AND THESE ARE THE TARGETS,
01:15:03
AND THESE ARE THE KIND OF THINGS THAT WE WANT TO CHANGE
01:15:06
WITH ACTION RPG, THAT KIND OF STUFF.
01:15:07
IT IS NOT NECESSARILY BEST PRACTICE,
01:15:09
BUT IT IS THERE JUST BECAUSE WE CAN SHIP IT.
01:15:12
THIS IS -- THIS IS THE EXACT KIND OF STUFF
01:15:15
THAT WE CHANGE OVER TIME, TO MAKE THE PROJECT,
01:15:20
ALL OF IT SHOWING THE BEST PRACTICE FOR SOMETHING.
01:15:24
AND THOSE ARE THE POINTS
01:15:25
WHERE IF YOU TRY TO SYNC AN OLDER VERSION OF ACTION
01:15:29
RPG TO A NEWER VERSION, IT IS THE --
01:15:32
IT IS THE EXACT POINTS THAT YOU MAY FACE BUGS AND ISSUES
01:15:37
THAT YOU HAVE TO FIX YOURSELF.
01:15:41
>>SAM: WELL, ONE OF THE ONES THAT WE FOUND,
01:15:45
AND I NEVER TESTED THIS, BUT YOU COULDN'T --
01:15:49
IF YOU DIDN'T HAVE A WEAPON IN THE FIRST SLOT
01:15:51
IN YOUR INVENTORY,
01:15:53
AND YOU HAD ONE IN THE SECOND AND THE THIRD ONE,
01:15:55
YOU WEREN'T ABLE TO SELECT THE WEAPON IN THE FIRST SLOT,
01:15:57
BECAUSE THERE WAS A MISMATCH AND THE ARRAY, THERE WAS A MAP --
01:16:01
AND SO BASICALLY THE INVENTORY WAS LOOKING FOR SLOT TWO,
01:16:05
BUT IT COULD ONLY SEE SLOTS THREE THROUGH FIVE,
01:16:08
AND THERE WAS NO SLOT TWO, IT DIDN'T EXIST.
01:16:10
SO WE HAD TO PUT IN A HACK TO RE-MAP THE INVENTORY
01:16:16
SO THAT IT GOT THE RIGHT NUMBER IN THE ARRAY
01:16:18
TO GET IT OUT FOR 4.21.
01:16:20
AND THEN WE ACTUALLY REDESIGNED HOW THAT SYSTEM WORKED,
01:16:23
ONCE WE REALIZED WE HAD A BUG THERE.
01:16:25
SO THIS IS EXACTLY WHAT PAULO WAS SAYING,
01:16:27
WE MADE THIS IN THE BEST WAY THAT WE CAN,
01:16:31
BUT SOMEBODY ALWAYS DOES SOMETHING SOMETHING WE NEVER THINK OF,
01:16:35
WE HAVE A BUG THAT WE NEED TO FIX
01:16:38
BECAUSE THIS THING HAPPENED,
01:16:40
AND NOW WE HAVE TO SCRAMBLE TO FIX IT.
01:16:42
AND THESE ARE -- THESE ARE JUST --
01:16:44
THIS IS HOW GAME DEVELOPMENT IS.
01:16:45
>>VICTOR: YEP.
01:16:46
>>SAM: THIS IS HOW IT GOES.
01:16:48
>>PAULO: AND JUST BEFORE I MOVE ON,
01:16:50
I THINK THAT YOU ARE GOING TO HAVE A HARD TIME
01:16:54
IF YOU TRY TO SYNC FROM A NEWER VERSION OF ACTION RPG.
01:16:58
WHEN IT COMES UP, WHEN 4.22 COMES UP --
01:17:01
WE CHANGED THE WAY THAT WE DO THE ON-SCREEN CONTROLS,
01:17:08
THE ON-SCREEN PART OF THE GAME, WE CHANGED ALMOST EVERYTHING.
01:17:12
TO ADD SUPPORT FOR THE INTERFACE THAT SAM SHOWED YOU,
01:17:16
YOU HAVE TO DO A LOT OF STUFF, YOU HAVE A HARD TIME
01:17:18
IF YOU WANT TO SYNC 4.22 TO 4.21.
01:17:23
SO A HEADS-UP NOTE FOR THE ONES THAT ARE --
01:17:28
IF YOU WANT TO TRY THIS.
01:17:32
>>SAM: YOU ARE GOING TO HAVE A BAD TIME.
01:17:37
>>VICTOR: WOULD IT BE BETTER TO
01:17:39
HAVE INDIVIDUAL WEAPON-BASED CLASS,
01:17:40
RANGE, MELEE, ETC.,
01:17:42
OR A SINGLE-BASED CLASS THAT ALL WEAPONS PULL FROM?
01:17:47
>>SAM: SO...
01:17:55
THAT'S MORE OF A PHILOSOPHICAL QUESTION --
01:17:57
THAN YOU SHOULD DO IT THIS WAY OR THE OTHER.
01:18:00
THERE ISN'T A -- WHICH EVER WAY YOU PICK OUT OF THAT ONE
01:18:05
ISN'T GOING TO AFFECT PERFORMANCE OR SOMETHING,
01:18:07
IT IS GOING TO AFFECT THE ABILITY TO UPDATE YOUR PROJECT.
01:18:12
I WOULD HAVE ONE WEAPON-BASED CLASS,
01:18:14
THAT MEANS I ONLY HAVE TO FIX A BUG IN ONE LOCATION
01:18:17
AND IT PROPAGATES UP TO EVERYTHING. IF I HAVE A CLASS
01:18:20
FOR MELEE, RANGE AND SPECIAL WEAPONS,
01:18:24
THOSE ARE THREE BASE CLASSES
01:18:26
I HAVE TO MAKE SURE THAT BUGS ARE FIXED
01:18:28
IN AND THREE BASE CLASSES I HAVE TO TEST FOR.
01:18:32
SO I PREFER TO JUST HAVE ONE BASE CLASS.
01:18:37
BUT IT IS NOT TO SAY THAT YOU COULDN'T DO IT THAT WAY.
01:18:41
BUT THAT IS MORE OF A PHILOSOPHICAL
01:18:42
KIND OF PROCESS QUESTION THAN A, WHAT'S THE WORD I'M LOOKING FOR,
01:18:48
A REQUIREMENT OF DEVELOPMENT FOR THIS PROJECT.
01:18:53
>>PAULO: MORE IMPORTANTLY IS YOU TRY TO PLAN AHEAD,
01:18:55
TRY TO WRITE DOWN SOME NOTES OF WHAT KIND OF FEATURES
01:19:00
YOUR GAME WILL HAVE, AND THEN PICK THE RIGHT FACTOR,
01:19:04
DEPENDING ON YOUR PLANS FOR THE GAME, FOR THE FUTURE.
01:19:10
>>VICTOR: IS IT VIABLE TO USE GAMEPLAY
01:19:13
EVENT OBJECTS FOR DAMAGE EXECUTIONS
01:19:15
RATHER THAN USING A DUMMY ATTRIBUTE?
01:19:19
>>SAM: THAT I HAVE NO IDEA.
01:19:20
I DID NOT WORK ON ANY OF THE ATTRIBUTES.
01:19:24
PAULO, DO YOU HAPPEN TO KNOW THE ANSWER TO THIS QUESTION?
01:19:27
>>PAULO: GAMEPLAY -- SORRY?
01:19:31
>>VICTOR: IS IT VIABLE TO USE GAMEPLAY EVENT OBJECTS
01:19:34
FOR DAMAGE EXECUTIONS
01:19:35
RATHER THAN USING A DUMMY ATTRIBUTE,
01:19:37
AND THERE'S A LITTLE NOTE,
01:19:39
GIVEN THEIR MAGNITUDE FIELD AND ABILITY
01:19:42
TO ATTACH SECONDARY OBJECTS FOR INFORMATION?
01:19:46
>>PAULO: WOAH, I'M NOT 100 PERCENT SURE.
01:19:49
>>VICTOR: WE CAN GET BACK TO IT.
01:19:51
>>PAULO: YES, BUT I THINK IT IS.
01:19:53
AN ABILITY -- FOR ONE TO EXECUTE AN ABILITY AND, BY THAT,
01:19:57
I MEAN FOR AN ACTOR TO EXECUTE AN ABILITY,
01:20:00
YOU BASICALLY JUST NEED TO HAVE AN ABILITY SYSTEM COMPONENT,
01:20:04
AND IT SHOULD BE ABLE TO EXECUTE -- TRY EXECUTING,
01:20:08
THAT SHOULD BE THE RIGHT WORDING, A SPECIFIC ABILITY
01:20:13
AND IT IS THE DATA ABILITY COMPONENT.
01:20:16
IT IS NOT VERY DIFFERENT FROM THAT.
01:20:23
IT SHOULD BE, BUT I'M NOT SURE.
01:20:28
>>VICTOR: LET'S SEE, HOW MUCH TIME HAVE WE GOT --
01:20:30
A LITTLE BIT OF TIME FOR A FEW MORE?
01:20:33
>>AMANDA: CAN YOU HAVE THE ASSETS
01:20:34
INTERACT WITH THE NIAGARA MODULE?
01:20:37
>>SAM: PROBABLY, I HAVEN'T TESTED
01:20:40
NIAGARA FOR THIS PROJECT AT ALL.
01:20:43
>>AMANDA: UH-HUH.
01:20:44
>>SAM: I AM NOT SURE THAT
01:20:46
NIAGARA IN ITS CURRENT STATE WORKS,
01:20:48
IT MIGHT WORK ON MOBILE,
01:20:49
BUT I DON'T KNOW IF IT HAS BEEN BATTLE TESTED OR NOT.
01:20:52
SINCE THIS IS A MOBILE-CENTRIC GAME,
01:20:55
WE DID NOT DO ANYTHING WITH NIAGARA.
01:20:56
HOWEVER, SINCE GOING FROM NIAGARA --
01:21:02
ERR, FROM CASCADE TO NIAGARA IS A BIG THING,
01:21:06
ONCE IT IS A BIT MORE MATURE,
01:21:08
I WILL DO A GUIDE THAT SHOWS THE EFFECTS IN THIS GAME AND
01:21:11
PORT FROM FROM CASCADE TO NIAGARA,
01:21:14
SO YOU CAN SEE HOW I WENT FROM ONE TO ANOTHER
01:21:19
AND GIVE YOU EXAMPLES AS WELL.
01:21:23
THAT WILL COME WHEN NIAGARA IS MORE FEATURE COMPLETE
01:21:26
AND READY FOR MOBILE DEVICES, I NEED GPU PARTICLES TO WORK
01:21:32
AND A LOT OF THINGS IN THE PLANS TO BE WORKING,
01:21:37
BUT NOT QUITE THERE YET.
01:21:38
I WILL DEFINITELY BE TAKING CARE OF THAT.
01:21:40
>>AMANDA: PERFECT.
01:21:41
>>PAULO: OR BASICALLY, WHEN IT IS DONE.
01:21:44
>>AMANDA: YEAH, HAHA. >> [ LAUGHTER ].
01:21:45
>>VICTOR: IT WILL BE.
01:21:47
UM, IS THE VERSION OF GAMEPLAYABILITY SYSTEM
01:21:50
SIMILAR TO THE ONE USED IN FORTNITE?
01:21:56
>>PAULO: THAT'S A GOOD QUESTION.
01:21:58
>>SAM: IT IS A HARD QUESTION TO ANSWER,
01:22:00
BECAUSE ONE, I DON'T KNOW ENOUGH ABOUT FORTNITE'S ABILITY SYSTEM.
01:22:04
I HAVE BEEN TOLD BY LOTS OF
01:22:06
PEOPLE IN THE GAMEPLAY FRAMEWORK,
01:22:09
WHAT WE DID IN ACTION RPG IS BASED OFF OF THE SAME CODE.
01:22:13
WHILE IT IS NOT A ONE TO ONE MATCH,
01:22:17
IT IS IN A SIMILAR BALLPARK TO HOW IT IS ARCHITECTED.
01:22:22
I WOULD SAY THAT ARCHITECTURE IS THE SAME,
01:22:24
BUT THE EXECUTION IS CUSTOM TO US.
01:22:28
IF YOU WANTED TO KNOW MORE ABOUT THE GAMEPLAY ABILITY SYSTEM,
01:22:32
AND HOW IT IS BUILT,
01:22:33
AND HOW IT IS ARCHITECTURED TO INCLUDE EVERYTHING,
01:22:38
HAVING A LOOK AT THAT WILL GIVE YOU A GOOD IDEA OF THAT.
01:22:41
BUT THERE IS PROBABLY A LOT OF CUSTOM CODE
01:22:43
THAT WAS IN FORTNITE OR PARAGON THAT WE DON'T HAVE.
01:22:48
BEFORE WHEN I WAS TALKING ABOUT,
01:22:49
THERE'S A LOT OF STUFF IN THERE THAT IS EITHER NOT HOOKED UP
01:22:53
BECAUSE WE NEVER TESTED IT, SO WE DON'T KNOW,
01:22:56
OR IT IS HOOKED UP, AND WE JUST DIDN'T NEED TO USE IT.
01:23:00
AND IT IS -- IT IS QUITE EXTENSIVE.
01:23:01
IT IS A VERY, VERY EXTENSIVE SYSTEM.
01:23:04
THIS ISN'T A, LIKE,
01:23:08
JUST SOMETHING THAT SOMEBODY THREW TOGETHER.
01:23:10
THERE WAS A LOT OF THOUGHT, TIME,
01:23:12
AND A LOT OF TALENTED ENGINEERS HERE AT EPIC,
01:23:15
WHO WORKED AT STUDIOS LIKE BIOWARE,
01:23:19
I FORGOT THE NAME OF THE STUDIO THAT MADE EVER QUEST.
01:23:21
BUT BIOWARE, ONE OF OUR GAMEPLAY PROGRAMMERS CAME FROM THERE,
01:23:27
AND HE BUILT SYSTEMS LIKE THIS THERE.
01:23:29
THIS IS VERY SIMILAR TO ANY TYPE OF SYSTEM
01:23:32
YOU WOULD SEE USED ON A MAJOR AAA TITLE ENGINE.
01:23:35
>>PAULO: IT IS AN ENGINE WITHIN AN ENGINE.
01:23:37
>> [ LAUGHTER ].
01:23:38
>>PAULO: AN ENGINE TO DO SORT OF RPG KIND OF GAMES
01:23:42
THAT NEED REALLY COMPLEX INTERACTIONS,
01:23:45
WHERE YOU NEED TO CHECK, "I HAVE AN ABILITY
01:23:48
AND I NEED TO APPLY THIS ABILITY TO ANOTHER PLAYER,
01:23:50
WHAT ARE THE ABILITIES THAT THIS PLAYER HAS,
01:23:53
DOES IT HAVE AN ABILITY WITH A CERTAIN COOLDOWN,
01:23:56
SO LET'S SAY, YOU CAN LITERALLY --
01:23:59
I DON'T WANT TO NAME NAMES,
01:24:01
BUT IT IS SOMETIMES A CALLED AN MMO ENGINE,
01:24:07
AND EVEN THOUGH WITHOUT ALL THE RELIANT ASPECTS OF IT,
01:24:10
IT IS MADE FOR THESE KIND OF COMPLEX GAMES
01:24:13
WHERE YOU NEED THIS COMPLEX INTERACTION
01:24:16
THAT YOU SEE FROM AN RPG. IT IS A VERY POWERFUL SYSTEM,
01:24:20
AND IF YOU -- IF YOU ARE GOING THAT --
01:24:23
IF YOU ARE GOING TO MAKE THAT KIND OF GAME.
01:24:28
>>VICTOR: EACH PROJECT IS ITS OWN.
01:24:30
AND LIKE PAULO MENTIONED EARLIER,
01:24:33
SOMETIMES THIS IS THE DECISION THAT YOU HAVE TO MAKE,
01:24:36
EVEN THOUGH YOU HAVE A NICE FRAMEWORK TO BUILD UPON.
01:24:38
>>SAM: UH-HUH.
01:24:40
>>VICTOR: I THINK THAT'S ALL THE QUESTIONS THAT WE GOT
01:24:44
YOU GUYS CAN ANSWER?
01:24:45
>>AMANDA: WE WILL WRAP IT UP FOR THIS WEEK.
01:24:47
I FEEL LIKE THERE'S LOADS OF INFORMATION,
01:24:51
SO THANK YOU FOR JOINING IN THIS WEEK,
01:24:53
AND THANK YOU FOR CALLING IN, PAULO.
01:24:56
>>PAULO: THANK YOU.
01:24:57
>>AMANDA: HE IS GOING FOR DISTANCE, HAHA. A CHAMPION.
01:25:01
SO THIS IS ALL INCREDIBLY VALUABLE STUFF
01:25:04
AND THERE'S A LOT OF QUESTIONS AROUND IT,
01:25:06
AND EVEN MORE THAT WE DIDN'T GET TO.
01:25:07
SO WE CAN ALWAYS -- IF SOME OF THESE ARE VALUABLE
01:25:12
AND IF YOU FEEL LIKE YOU CAN ANSWER SOME OF THESE,
01:25:15
MAYBE WE CAN PULL THEM TOGETHER.
01:25:16
>>SAM: YEAH, WE LETS PULL THEM
01:25:17
TOGETHER AND SEE WHAT WE CAN ANSWER, BECAUSE
01:25:19
SOME OF THESE QUESTIONS, AS THEY PROGRESS,
01:25:21
THEY MIGHT NOT MATTER ANYMORE
01:25:23
BECAUSE WE WENT AWAY FROM WHAT THIS QUESTION IS TARGETING AT.
01:25:27
BECAUSE WE ARE TRYING TO UPDATE THIS WITH JUST ANYTHING
01:25:32
AND EVERYTHING DEVELOPERS COME AND ASK QUESTIONS ABOUT,
01:25:34
WE ARE TRYING TO PUT THIS INTO THIS PROJECT,
01:25:36
SO YOU HAVE SOME DOCS,
01:25:37
BUT YOU ALSO HAVE A HANDS-ON EXAMPLE.
01:25:41
>>AMANDA: YEAH, WE WILL TRY TO TOSS THOSE OVER TO YOU,
01:25:43
AND FOLLOW UP ON THE FORUM THREADS SO IT IS SOMETHING
01:25:46
THAT YOU CAN COME BACK AND REFERENCE AND CHAT ABOUT.
01:25:50
REAL QUICK, WE ALWAYS -- I TOSSED THE SURVEY LINK IN CHAT,
01:25:54
SO IT IF YOU HAVE FEEDBACK FOR US,
01:25:55
WHETHER IT IS, YOU KNOW,
01:25:57
LETTING US KNOW HOW WE HAVE BEEN DOING IN THE STREAM,
01:25:59
TOPICS FOR THE FUTURE, COMMENTS OR SUGGESTIONS
01:26:02
YOU HAVE REGARDING UE IN GENERAL,
01:26:05
PLEASE FILL IT OUT, IT IS REALLY HELPFUL.
01:26:07
WE PICK FROM -- IF YOU OPT IN TO GIVE US YOUR EMAIL ADDRESS,
01:26:11
WE WILL PURELY USE IT FOR THE SAKE OF RAFFLING AWAY
01:26:15
A SINGLE T-SHIRT FROM THAT LIST.
01:26:16
IF THAT IS SOMETHING YOU ARE INTERESTED IN RECEIVING
01:26:18
OR HAVING A CHANCE TO, LET US KNOW.
01:26:21
AS ALWAYS, CHECK FOR LOCAL UE4 MEETUP GROUPS IN YOUR AREA,
01:26:24
MEETUP.COM/PRO/UNREALENGINE,
01:26:26
YOU WILL FIND A LOT OF RAD FOLKS DOING COOL STUFF IN YOUR AREA.
01:26:31
WE HAD FOLKS PARTICIPATE IN GLOBAL GAME JAM THIS WEEKEND,
01:26:35
IT IS A GREAT WAY TO FIND PEOPLE TO HELP ANSWER YOUR QUESTIONS,
01:26:39
OR YOU CAN START YOUR OWN IF THERE ISN'T ONE NEAR YOU .
01:26:44
WANT TALK ABOUT SPOTLIGHTS A LITTLE BIT, WHERE TO FIND THEM?
01:26:50
>>VICTOR: YEAH, PLEASE GO TO THE FORUMS,
01:26:53
THE RELEASE CHANNEL IS A WORK IN PROGRESS,
01:26:55
THAT'S THE MAIN PLACE THAT WE GO TO LOOK AT.
01:26:57
YOU CAN ALSO LINK TO YOUR ART STATION, OR ON DISCORD.
01:27:02
IT IS HARD TO FILTER IN THERE, SOMETIMES THERE'S A LOT.
01:27:06
THE FORUMS IS THE BEST SPOT.
01:27:08
PLEASE PROVIDE US WITH HIGH-QUALITY SCREENSHOTS,
01:27:11
THAT IS BEST WAY TO SHOW YOUR PROJECT IN ALL ITS GLORY.
01:27:17
>>AMANDA: AND IF YOU ARE WATCHING THE
01:27:20
5-MINUTE COUNT DOWN, THAT IS A PROJECT CALLED BOXY.
01:27:23
IF YOU TAKE 30 MINUTES OF YOUR DEVELOPMENT
01:27:25
AND SQUASH IT DOWN INTO A 5 MINUTE INTRO,
01:27:30
THEN EMAIL THAT TO US AT [email protected] ,
01:27:35
SHOOT US YOUR LOGO, STUDIO AND GAME NAME, AND WE WILL PUT IT
01:27:40
AS PART OF THE COUNT DOWN BEFORE THE STREAMS.
01:27:43
IT IS COOL TO SEE THE --
01:27:45
>>SAM: I WAS IMPRESSED BY THE LAST ONE.
01:27:47
>>AMANDA: YEAH, EVERYONE IS JUST STARING AT IT.
01:27:51
>>SAM: IT IS AN AWKWARD SILENCE, BUT IT IS NOT,
01:27:53
WE ARE ALL STARING AT THE MONITOR DOWN HERE.
01:27:56
>>AMANDA: IT IS PRETTY WONDERFUL.
01:27:58
YEAH, BE SURE TO FOLLOW US ON SOCIAL MEDIA,
01:28:00
WHETHER IT IS TWITTER, FACEBOOK, ON TWITCH OBVIOUSLY EVERY WEEK.
01:28:05
WE WILL SEE YOU NEXT WEEK,
01:28:07
THANK YOU BOTH AGAIN VERY MUCH FOR JOINING US.
01:28:09
>>SAM: NOT A PROBLEM, ALWAYS ENJOY BEING ON THE STREAM.
01:28:12
>>AMANDA: SEE YOU NEXT TIME. TAKE CARE!

Description:

The Action RPG sample game has gone through changes since its initial release, and in this week's livestream Sam Deiter and Paulo Souza will walk you through what has changed and why. They will demonstrate how you can add new weapons and abilities, as well as address some of the questions that were not answered in the previous Action RPG stream. NEWS How virtual production brought dolls to life in “Welcome to Marwen” https://www.unrealengine.com/en-US/spotlights/how-virtual-production-brought-dolls-to-life-in-welcome-to-marwen Save the date for the 2019 Winter #ue4jam https://www.unrealengine.com/en-US/events/save-the-date-for-the-2019-winter-ue4jam Featured Free Marketplace Content https://www.unrealengine.com/en-US/uesponsoredcontent COMMUNITY SPOTLIGHT Piczle Colors https://www.nintendo.com/us/store/products/piczle-colors-switch/ Spykebots https://store.steampowered.com/app/1008010 Amber County https://forums.unrealengine.com/community/released-projects/1576684

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