Chapter 3. Exploration and Combat
We have a design for our game and an Unreal project set up for our game. It's now time to dive into the actual game code.
In this chapter, we'll be making a game character that moves around the world, defining our game data, and prototyping a basic combat system for the game. We will cover the following topics in this chapter:
- Creating the player pawn
- Defining characters, classes, and enemies
- Keeping track of active party members
- Creating a basic turn-based combat engine
- Triggering a game over screen
This particular chapter is the most C++ heavy portion of the book, and provides the basic framework that the rest of the book is going to use. Because this chapter provides much of the backend of our game, the code in this ...