Do you want to create a Real Time Strategy game but don't know how to start?
In this free tutorial, you will learn how to create the foundations of an RTS game in Unreal Engine 5.
This course is all about exploring all the features necessary to implement a RTS game and leave you the knowledge to extend upon it.
You will learn Blueprints, Materials, UI and how to make them work together to create an entire game.
Course Content
Available in
days
days
after you enroll
Available in
days
days
after you enroll
- 00. Intro (1:23)
- 01. Create the project and import the assets (3:54)
- 02. Create a quick scene with the landscape tool (5:49)
- 03. Add the assets to the map and fix the materials (5:19)
- 04. Fix the materials for the rock and for the gold meshes (3:25)
- 05. Add a landscape material and paint the zones (8:11)
- 06. Import the needed assets from Megascans and create the base color (11:14)
- 07. Add the normal textures to the landscape material (5:18)
- 08. Take a break and think about the game you want to create (0:49)
- 09. Create the needed framework classes and set them up (6:45)
- 10. Create the player camera (9:35)
- 11. Create the input for the camera movement with keyboard (11:33)
- 12. Camera movement with mouse Input (14:39)
- 13. Polishing the mouse movement and the camera movement (7:00)
- 14. Creating the base building and town hall (7:31)
- 15. Clicking the buildings (5:43)
- 16. Adding a selection indicator (7:34)
- 17. Make the selection indicator work (6:00)
- 18. Adding the deselection (9:04)
- 19. Polishing deselection and add interface communication (5:16)
- 20. Fixing the dwarf materials (6:10)
- 21. Adding a worker unit (5:42)
- 22. Take a break and review what we have done (1:30)
- 23. Add selection decal to our unit (4:33)
- 24. Select the Unit (6:56)
- 25. Use the blueprint component to activate the selection decal (2:18)
- 26. Inputs and logic to send movement to the units (8:24)
- 27. Make the unit move (7:38)
- 28. Click location indicator (4:31)
- 29. Adding a the gold resource blueprint (7:42)
- 30. Define when you are clicking the floor (9:27)
- 31. Define interface action when you are clicking gold (7:16)
- 32. Implement the gather resource function (4:28)
- 33. Add animations to moving and mining (6:07)
- 34. Mining interaction between the worker and the resource (4:50)
- 35. Storing the amount of resource in the worker (6:51)
- 36. Adding states to our unit (7:57)
- 37. Implementing a better way of handling our animations (6:38)
- 38. Using the game mode to store important information about the game (7:05)
- 39. Going to the town hall after mining a resource (6:17)
- 40. Getting the gold (8:40)
- 41. Repeating the behavior when the gold is delivered (13:12)
- 42. Break and review (1:27)
- 43. Show the amount of money we have in the HUD (7:21)
- 44. Update de HUD values (5:10)
- 45. Polishing the worker gathering gold mechanic (9:27)
- 46. Adding the functionality to interact with the building (9:01)
- 47. Finish the gathering gold mechanic (12:56)
- 48. Show that the mine is exhausted (4:57)
- 49. Resource gathered effect (8:33)
- 50. Fix more buildings assets (7:10)
- 51. Build a little town (10:25)
- 52. Take a break and review the work done (1:17)
- 53. Creating the selection collision actor (5:15)
- 54. Change marquee dimension (5:28)
- 55. Resize the Box Collision (7:04)
- 56. Select the workers with the box collision (8:06)
- 57. Fix selection bug (1:12)
- 58. Deselect units (6:05)
- 59. Only deselect units when the marquee is active (1:14)
- 60. Remove marquee when its not active (1:37)
- 61. Selecting and deselecting depending on the actions done (8:58)
- 62. Add selection marquee to the HUD (7:42)
- 63. Resize the HUD marquee (6:47)
- 64. Updating the marquee position (6:28)
- 65. Updating the marquee size (4:19)
- 66. Health bars for buildings and units (6:29)
- 67. Connect the health bar to the health (6:37)
- 68. Update the health when damaged (9:11)
- 69. Add health bars to buildings (10:33)
- 70. Enemies AI Controller (11:44)
- 71. Sending orders to the enemy (2:34)
- 72. Sending the enemy Worker the Attack order (6:01)
- 73. Implementing the attack order (13:18)
- 74. Player workers can also attack (11:58)
- 75. Finish the attack and fix navigation issues (9:16)
- 76. Another a break and review (1:18)
- 77. Lose the game when the town hall is destroyed (6:03)
- 78. Lose the game event in the game mode (5:27)
- 79. Show Lose screen (6:30)
- 80. Implement Lose Screen (2:50)
- 81. Fix broken references when a building is destroyed (5:28)
- 82. Creating an enemy spawner (9:16)
- 83. Spawning waves and positioning the spawners in the map (9:20)
- 84. Fixing collsions and adding more obstacles (9:02)
- 85. Fixing disappearing assets (10:46)
- 86. Fixing landscape warnings and building the world partition minimap (1:38)
- 87. Creating the selection component (14:11)
- 88. Scale the indicator depending on the radius (6:53)
- 89. Reuse the component for the buildings (9:54)
- 90. Learning how to debug (5:42)
- 91. Learning to use breakpoints (7:00)
- 92. Fixing the selection marquee errors (6:45)
- 93. Fixing navigation issues with goal locations for buildings (20:51)
- 94. Remove end game errors (11:36)
- 95. Remove health bars if full or empty (5:01)
- 96. Conclusions (2:02)
Ramanand Purizaga
Ram is an Unreal Authorized Instructor by Epic Games. His passion is a mix between coding, gaming and Unreal Engine, where he has spent the last 9 years of his live to master this craft. He has worked on both big titles and Indie games.
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