Is it possible to make games similar to UFO Aftermath based on UE?

Hello everyone, I want to know if it is possible to create a game based on Unreal Engine that would be similar to UFO Aftermath

I can’t find any guides or documentation that describe the creation of such games.

Is there a guide on how to create a planet management system?
Is there a guide on how to start an amphibious landing anywhere on the planet and participate in that mission by personally leading the assault?
Is there a guide on how to create a system for capturing military bases and territories on the planet?
and other…

maybe someone knows where to look for this information?
I will be grateful for any help.

Not sure if this will get deleted by mods, but I took your question as it is, and asked chatgpt4 the paid version and this is what it had to say:


Creating a game similar to UFO: Aftermath using Unreal Engine 5 is entirely possible, as UE5 is a powerful and flexible game engine that can be used to create a wide range of game types, including complex strategy games like UFO: Aftermath. However, the game you described involves a number of complex systems, and while it is possible to build these in Unreal Engine 5, there may not be pre-existing guides or tutorials that cover every aspect you mentioned.

However, you can break down your project into its various components and look for tutorials or documentation that covers those specific elements. Here are some potential resources and avenues to explore for each of the specific elements you asked about:

  1. Planet Management System: This could be seen as a form of a base or resource management system. There are a number of tutorials and guides available online that cover these topics in Unreal Engine. For instance, you might find it helpful to look up tutorials on creating strategy game mechanics in UE5, which may include elements of resource management and base building.
  2. Amphibious Landing and Personal Mission Leading: This sounds like it involves a mix of strategy and action gameplay. There are numerous tutorials for creating both strategy and action games in Unreal Engine. You might also look for tutorials or guides that cover “level switching” or “gameplay mode switching” since your game appears to switch between a global strategy mode and a more localized action mode.
  3. Capturing Military Bases and Territories: This seems like a mechanic common in real-time strategy games. You might find it helpful to look for tutorials on creating real-time strategy games in Unreal Engine. The mechanic of capturing territories might be similar to a “king of the hill” or “control point” mechanic, for which there should be numerous tutorials and guides available.

You could start with the official Unreal Engine Documentation and YouTube channel. They both provide a wealth of resources and tutorials.

There are also several forums, like the official Unreal Engine forums, StackOverflow, and communities like the Unreal Slackers Discord channel where you could ask specific questions.

You might also benefit from some game development books that cover the general principles of strategy game design and programming. Although they may not use Unreal Engine 5 as their primary example, the principles they discuss can usually be applied across different engines.

And finally, remember that large, complex projects like this are typically not undertaken by a single developer. If you’re planning to tackle this project alone, be prepared for a significant time investment and a steep learning curve. Breaking your project down into manageable pieces and focusing on them one at a time will make it much more achievable.

If you’re new to Unreal Engine or game development in general, starting with a simpler project and gradually increasing the complexity of your projects as you learn can be a great approach. It’s often much easier and more rewarding to complete a smaller, simpler game than to get stuck in the middle of a larger, more complex project.


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The question is:

Is it possible to make games similar to UFO Aftermath based on UE?

The answer is “Yes.”

The question you should be asking is some other question. Perhaps, “how do I build a particular UI flow in Unreal Engine UMG?”

You’ll need to break down all the pieces of the game, and then look at what you need to do (“animate character,” “import weapon model,” “build level geometry,” “set up trigger zones,” “display hitpoint bar,” “implement turn-based command queue,” and so on)

Then figure out which of those things you don’t know how to do yet.

Then do a web search and a documentation search on the Unreal documentation site, to see whether there’s an answer. If that doesn’t work, perhaps check YouTube, Reddit, or ChatGPT.

If you still don’t find a good source of help that way, you can ask the question here, and hopefully you will have enough background about what it is you need help with, that someone can help you in more detail.

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I’ve already found a few guides that very remotely describe the mechanics needed for these types of games, when I’m more confident that I’ve actually found the information I need, I’ll leave all the links in this thread, but that’s not enough for now.

Not sure if you have talked to ChatGPT or have access to paid version 4, I decided to interogate it some more about your questions and game idea.

Here is the result:

1. Pretend you are expert game designer and expert game developer with years of experience, break down this so it is implementable, what would you do:

Sure, as a seasoned game designer and developer, I would approach the “Planet Management System” development as follows:

  1. Gameplay Design Document: First, I would create a detailed design document for this system. This document would include the gameplay mechanics, like what resources are being managed, what the bases do, how players interact with these elements, what the UI looks like, etc. This document is a vital step and would act as the “blueprint” for the system’s development.
  2. Modelling the System: Based on the design document, I would create a simplified model of the system. This could be a flowchart or a series of diagrams that show how different components interact. It’s useful to create this before starting development, as it helps to visualize the system and make sure everything is planned out correctly.
  3. Database and Data Structure: Depending on the complexity of your resource and base management, you might need a robust data structure. This could be as simple as a few arrays in Unreal Engine Blueprints, or it could be as complex as an SQL database. Either way, your data structure will store all the necessary data for your bases and resources.
  4. Implementation of Basic Mechanics: Start with the core mechanics such as the creation of resources, the basic building functionality for bases, and the consumption of resources. It’s important to build and test these core mechanics first before adding more complex features.
  5. Implementing UI: A big part of a planet management system is the UI that players will interact with. This includes elements like resource bars, build menus, etc. Unreal Engine’s UMG system can be used to create this UI.
  6. Advanced Features: Once the basic mechanics and UI are implemented, I would then start adding more advanced features, such as automated resource gathering, base upgrades, or special abilities.
  7. Testing and Balancing: With everything implemented, the last step is to test everything and balance the gameplay. This could involve tweaking the rate at which resources are gathered, the cost of building bases, or the effects of different upgrades. Testing and balancing can take as long as the initial development, as it involves a lot of playtesting and tweaking to get right.

During each of these steps, I would likely be looking up specific Unreal Engine 5 tutorials or guides to help with specific elements of the implementation. This is a complex system, and there’s no shame in needing to look up how to do certain things.

While these are the general steps I would take, the specifics could vary greatly depending on the details of the planet management system you’re trying to create. The important thing is to approach it systematically, start with the basics, and gradually add more complexity as you go.

2. do same breakdown for Amphibious Landing and Personal Mission Leading:

Sure, here’s a rough breakdown for the “Amphibious Landing and Personal Mission Leading” aspect of the game:

  1. Gameplay Design Document: As before, begin with a detailed design document. This should outline how the amphibious landing sequences work, how the player leads missions, how AI companions behave, what kind of enemies the player encounters, and so on.
  2. Modelling the System: Create a simplified model or flowchart of the system. For instance, a sequence might start with a cinematic or gameplay section of the amphibious landing, then transition into the mission leading section, with potential variations depending on player choices or performance.
  3. Creating Assets: Before the coding starts, you’ll need the assets for the landing and missions. This includes the 3D models, animations, environment art, sound effects, and so on. Unreal Engine has powerful tools for creating and importing these assets.
  4. Landing Sequence: Program the landing sequence. Depending on your design, this could be a non-interactive cinematic, a rail shooter segment, or a full gameplay section with player-controlled navigation and combat. If you choose the latter two, consider incorporating vehicle mechanics for the landing craft, AI programming for enemy resistance, and environment programming for destructible elements and level hazards.
  5. Mission Leading Gameplay: Develop the core gameplay loop for the mission leading sections. This will likely involve character controls for the player avatar, AI programming for friendly and enemy units, combat mechanics, and objective systems (e.g., capturing a point, defending an area, etc.).
  6. Player Command System: In order to lead missions, the player will need some way to issue commands to their AI companions. This could be a radial menu, a hotkey system, or something else entirely. The commands could include basic orders like “follow,” “attack,” and “defend,” as well as more complex orders based on your game’s mechanics.
  7. Testing and Balancing: As always, the last step is thorough testing and balancing. This is particularly important for AI companions, as they need to be helpful without making the game too easy, and autonomous without ignoring the player’s commands. The balancing of the landing sequence is also crucial, as it can set the pace and difficulty for the following mission.

While this list should provide a broad overview of the development process, remember that game development often involves looping back to earlier steps. For example, you might create a basic version of the landing sequence, then move on to the mission leading gameplay, then come back to the landing sequence later to add more polish and complexity. It’s a highly iterative process, and each iteration should ideally bring you closer to your final vision for the game.

3. Thank you, please break down the “Capturing Military Bases and Territories” into steps and how you expert game designer and expert game developer would go about it

Of course, let’s break down the process for “Capturing Military Bases and Territories”:

  1. Gameplay Design Document: Start by outlining the mechanics of base and territory capturing in detail. What does capturing a base entail - defeating all enemies, holding a position for a certain amount of time, or some other requirement? How does the player capture territory? What benefits does the player receive from capturing bases and territories?
  2. Modelling the System: Create a flowchart or a similar model to help visualize the system. This can help you identify any potential issues or areas of complexity before you start coding. For example, you’ll need to decide how the game recognizes that a base or territory has been captured, and what happens when a base or territory changes hands.
  3. Building the Environment: For a base or territory capturing mechanic to work, you will need to design and build your game’s levels or open world map with this mechanic in mind. This will include identifying key strategic locations for bases and outlining the territories that can be captured.
  4. Implementing Core Mechanics: Begin by creating the basic mechanics of capturing bases and territories. This could involve creating a specific area within a base that the player must control, setting a timer for how long the player must maintain control, and programming what happens when the player successfully captures the base or territory.
  5. AI Programming: You’ll need AI programming for both friendly and enemy units. Friendly units need to be able to help the player capture bases and territories, while enemy units need to defend their bases and attempt to recapture lost territories.
  6. UI and Feedback: Implement UI elements and feedback systems to inform the player about the status of bases and territories - for instance, color-coded maps, progress bars, or alerts when a base is being attacked.
  7. Rewards and Consequences System: Create a system for rewards and consequences. What does the player gain from capturing a base or territory? This might be access to new resources, strategic advantages, or new missions. Similarly, what are the consequences for losing a base or territory to the enemy?
  8. Testing and Balancing: Finally, thoroughly test the system to ensure it’s fun, balanced, and works as intended. This might involve adjusting how long it takes to capture a base, how many troops are required, how strong the defending forces are, and so on.

Remember, the specifics could vary greatly depending on the details of the base and territory capturing mechanics you’re trying to create. Breaking it down into manageable steps and tackling them one by one can help simplify the process and make it seem less daunting.

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I thank you for your help, but I have encountered problems that I still cannot find a solution to because there are not enough tutorials or guides on this topic, in other words, there is no clear explanation of how to make such a game, I want
note that I would like to learn, but these tutorials are missing, for example, at the moment I do not understand why highlights do not work, precisely because, as usual, even creating basic mechanics will take a lot of time.



“Why highlights do not work.”

What are “highlights” to you? Are they dynamic material parameters that you change? If so, are you creating the right dynamic material instances on load? Using the right parameter names?

What does “not work” mean? Are you saying the action that should create the highlight doesn’t get detected, or are you saying that the attempt to engage the highlight doesn’t render?

It sounds to me as if you’re maybe trying to build something a little more advanced than what you’re ready to deliver.
That’s totally OK – stretching is how we all learn the best – but if so, you shouldn’t be surprised that things take time, and that you have to start over in many cases.
Nobody will have a tutorial for “how to build the exact game I want.” It’s up to you to figure out how the various subsystems and features that do exist, can be combined to generate the user experience that you want to deliver. That’s what game development is.