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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The idea behind collectables

If you are following this book chapter by chapter, that means you have already completed the AI chapter, and you already have an idea about how things should be constructed. But let's be more specific here.

There are different ways, methods, and approaches that we can use in order to build a collectables system. The variation comes from the fact that not all games are made the same way, and engineers do not necessarily work using similar methods. But the two most common methods I've found that we can use are as follows:

  • We build a base collectables class, and then we build some classes inherited from it, each new subclass serving a different type of collectable item. For example, we could have the main PickupBase class for the general behaviors shared between all pickup items, and then derive several classes from it, such as money, health, food, and so on, where each type of collectable will behave differently.
    The idea behind collectables
  • On the other hand, we could have just one...
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