O'Reilly logo

Building an RPG with Unreal 4.x by Alan R. Stagner, Steve Santello

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Describing the game's features and mechanics

So, assuming you have a very rough concept for the game and are now at the design phase, how do you actually describe how the game works?

There are really no rules for how to do this, but you can divide your theoretical game into the important core bits and think about how each one will work, what the rules are, and so on. The more information and the more specific, the better it is. If something is vague, you'll want to expand on it.

For instance, let's take combat in our hypothetical turn-based RPG.

Combatants take turns selecting actions until one team of combatants is dead.

What order do combatants fight in? How many teams are there?

Combatants are divided into two teams: the player team and the enemy ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required