The articles in Part II will be about programming a round-based game. The idea is to use Fortnite rounds as if they were stages from old action games.
The example game in Part II is simple but is enough to show how to use Verse code to configure each of the stages.
This is the game specification for Part II:
- The game is single-player.
- The game has 5 rounds/stages.
- The map will have 5 Capture Area devices.
- The number of Capture Areas enabled is equivalent to the current round. For example, Round 3 will have 3 Capture Areas enabled.
- The End Game device will end the current round when the player captures all enabled Capture Areas.
- The player's initial loadout will be defined by a Class Designer device.
- The map will have 5 Guard Spawner devices. Each Guard Spawner will spawn two guards to attack the player.
- The number of enabled Guard Spawners is equivalent to the current round.
Create a project in UEFN with the name RoundBasedGame using the Blank template. Delete the Player 2 Spawn Pad and on the Player 1 Spawn Pad change the Location X to 0.0 and the Rotation Z to 90.0.
These were the same steps we did for the Part I project. They are described with images and more details in this article:
If you don't know the Verse language, I recommend doing the example project in Part I because I explain in detail about variables, constants, functions, and arrays.
In the next article we will modify the Island Settings and the End Game device.