Other Training and Explorations
UE5, C++, Multiplayer, GAS, Systems
Gameplay Ability System: First Implementation
End-to-end exploration of UE5's GAS framework. The goal was to concretely understand how this system works before integrating it into a more ambitious project.
- Melee Attack ability implementation
- Move ability implementation
- Interaction ability implementation
- Replicated advanced damage system with damage mitigation
Multiplayer Steam Survival Game
250-lesson course focused on building an Ark Survival Evolved-style game with a Steam multiplayer framework. The trainer also provided a revamped version with better practices and more polished systems.
- Inventory system framework
- Harvesting and crafting systems
- RPG features: player stats, armor and equipables
- Building system
- Tribes and clans system
- Open world with multiple biomes, procedural foliage, AI for creatures and procedural zones
- Player minimap
- Save and load system
- Steam sessions, front-end widgets, dedicated server setup and hosting
Make Your Own Co-Op Game
Two-player co-op action-adventure game. An intermediate course that deepens understanding of the UE5 multiplayer framework and its implementation. Replication is an initially counter-intuitive subject, and this course addresses it effectively.
The course claims to teach you how to make a full game, which isn't entirely accurate. It efficiently focuses on the multiplayer framework and how to start using it for your own projects. A playable version would require a Steam key and servers, so this project stays local.
- Fundamentals of online multiplayer in Unreal
- Creating online gameplay sessions
- Programming online multiplayer gameplay
- Mastering the replication system
- Using the Online Subsystem
- Connecting via Steam's online services
ToonTank
First course to create a game in UE5 using a combination of C++ and Blueprint. The learning curve was progressive and the systems built allowed for a complete, playable game.
Learned during the course
- Components in C++
- Forward Declaration for code optimization
- Exposing variables for designers
- Inheritance from a C++ class to Blueprint
- Simple particles using the Cascade system
- Basic damage system with Pawn destruction
- GameMode managing win conditions based on remaining towers
Built on top of the project
- Custom camera behavior for a more immersive experience with the mouse cursor
- Adapted exposed parameters to reflect the dynamism I was looking for
- Used the Enhanced Input system instead of the deprecated system presented in the course
