‫Hello and welcome.
‫In this section, we're going to be creating this game here, Crypt Reader.
‫We are going to be looking at stealing the treasure from within this secret crypt.
‫You can see that we come into this little bit of a jail here and I can't figure out where I'm supposed
‫to go.
‫Maybe.
‫Maybe it has something to do with this illuminated, floating statue.
‫Let's grab it and bring it with us out of this cell if we can find our way out.
‫There we go.
‫And what about that illuminated spot there?
‫This illuminated podium?
‫Maybe if I stick the statue on the podium, something will happen.
‫Oh, it's a secret wall and a hidden passage.
‫Let's dive in and explore this secret passage.
‫You'll notice all the lighting here is quite nice and ambient, and this is because we are using the
‫new lumen lighting system in Unreal.
‫And I'm going to dive into here all we found this crypt room here and a nice golden statue that I would
‫like to steal.
‫Let's grab that statue.
‫We can run away.
‫Oh.
‫Oh, it looks like it locks me in if I try to take the statue.
‫So maybe I should leave it right there.
‫And it does open up again.
‫Hmm.
‫Maybe I can put something in its place.
‫This urn looks like a handily placed urn.
‫Let's try that one out.
‫We replace the statue, throw it over here and put the urn on top of the podium instead.
‫Yes, it works.
‫Let's take the statue with us and depart before anybody finds us.
‫Up the stairs and out into the light of day.
‫So that is our Crypt Raider project.
‫And here is the action plan we're going to use to implement it.
‫So the first thing we're going to do is actually tackle that level design, including the lumen lighting.
‫We're going to be using a modular asset pack to create this, and we're going to look at how we build
‫with modular asset packs, how we can design for them and build something that looks really cool.
‫Then once we've got an environment to play with, we're going to make a mover component.
‫A component is a reusable piece of code that we can place on any actor that will allow it to move up
‫and down like our doors did.
‫Then we're going to create a reusable grab, a component that we can place on our player and will allow
‫us to grab objects in the scene.
‫And we're going to call the grab of functionality from blueprints.
‫So we're going to learn how we can do that, how we can expose C++ functionality to our blueprint scripts.
‫And we're going to create a pressure plate component as well.
‫So basically a component that we can add into a blueprint of an actor, and it will allow us to respond
‫to putting objects on the plate and allow the mover to communicate with the pressure plate in order
‫to make that happen.
‫And we're going to tweak and polish in the end.
‫So what are we going to learn through this process?
‫Well, we're going to learn about pointers and references to very difficult concepts in C++ that are
‫absolutely crucial and very, very powerful.
‫And they allow us to communicate between classes as we will need to do in this game.
‫Then we're going to learn about actor components and scene components, what the difference is, and
‫the benefits of using components over simply just writing our own actors.
‫We're going to look at including header files that allow us again to communicate between different classes
‫and to use functionality that isn't immediately available.
‫And we're going to look at lighting using lumen and understanding a little bit about Lumen as well as
‫its requirements and limitations.
‫We're going to play with modular level design.
‫As I've said, we're going to look at line tracing collisions in order to enable us to create that pressure
‫plate and also create the grabbing mechanic as well.
‫And we're going to learn a new concept in programming in general, which we haven't touched upon yet,
‫which is while loops and for loops and arrays, we're using data where there's a lot of data and how
‫we can program for doing repetitive actions over that data.
‫And finally, as I mentioned, we're going to look at calling C++ functions from Blueprint.
‫Lots of exciting stuff to get doing in this lecture.
‫I'll see you in the next video.