I am not aware of tutorials covering entire games. But, as always, break it up into smaller steps and work on that:
- set up the gameplay framework - game mode, player controller, pawn
- set up Enhanced Input
- implement movement functionality into a controllable
Pawn
paddle (look intoFloating Movement Component
) - set up a projectile (look into
Projectile Movement Component
) - learn how to fire projectiles using velocity
- learn how collision works and how to filter it
- design a brick actor
- spawn a brick
- spawn a line of bricks
- spawn a grid of bricks
- add 2 more brick types
- spawn a grid of bricks made out of 3 types of brick
- cue in 14 other steps
- realise that you want to have 10k bricks on the screen and 10k actors is just not feasible ==> find a way to make a highly performant brick wall
That’s the tip of iceberg, ofc. What I am saying is that cramming it all into a single tut would be quite overwhelming and would only allow to brush over things. Imho, it’s better to get a general understanding of:
- how input works
- how collision works
- how to operate on arrays
You will find a plethora of learning materials if you narrow it down to specific features.
If you have specific questions, hit the Forums / Reddit / Discord and fire away:
I am making an Arkanoid / Breakout type of game as a learning experience. How do I spawn a bunch of actors aligned in rows, and detect when they get hit?
Hopefully, you’d get something along the lines of:
- consider
Instanced Static Meshes
instead of actors (but actor could be fine if you do not need thousands of blocks or need them to be fancy) - create a spawner manager actor and have it control the spawning; avoid using level blueprint
This should remove the hit brick.
And then tackle the next issue. Ideally in a separate thread.