Game Development Reference
In-Depth Information
Chapter 3. Creating a Brick Breaking
Game
Have you ever thought about procedurally generated levels? Have you thought about how
this could be done, how their logic works, and how their resources are managed?
With our example bricks game, you will get to the core point of generating colors proced-
urally for each block, every time the level gets loaded.
Physics has always been a huge and massively important topic in the process of developing
a game. However, a brick breaking game can be made in many ways and using the many
techniques that the engine can provide, but I choose to make it a physics-based game to
cover the usage of the new, unique, and amazing component that Epic has recently added to
its engine.
The Projectile component is a physics-based component for which you can tweak
many attributes to get a huge variation of behaviors that you can use with any game genre.
By the end of this chapter, you will be able to:
• Build your first multicomponent blueprints
• Understand more about the game modes
• Script a touch input
• Understand the Projectile component in depth
• Build a simple emissive material
• Use the dynamic material instances
• Start using the construction scripts
• Detect collisions
• Start adding sound effects to the game
• Restart a level
• Have a fully functional gameplay
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