Build Your First Game In Core¶Tutorial
Jump in and build a game using Core's Deathmatch framework. Customize as much or as little as you want to build this multiplayer arena shooter.
- Completion Time: 10 minutes.
- Previous Knowledge: Installing Core
- Skills you will learn:
- Core Frameworks
- Core Content
- Manipulating Objects
- Applying Materials
- Player Settings
- Game Settings
- Spawn Points
Start a New Project¶
To get started, use the Create menu to make a new project
Click Create New¶
- With Core open, click the Create Tab on the left side menu.
- Click Create New Game.
Select the Deathmatch framework¶
- Click View Frameworks in the Core Game Frameworks option.
- Click Deathmatch.
- Name your project.
MyFirstGameworks well, but choose any name.
- Click Create.
Explore the Project¶
The Deathmatch framework gives you a complete game arena and shooter functionality out of the box.
Test Player Movement¶
- Press or = to preview your project as a player.
- Press Tab to pause the preview.
- Press or = to stop the preview.
As in any Core game project, you already have a working character controller.
- Move the character with the W, A, S, and D keys.
- Jump with Space.
- Crouch with C.
- Ride a mount with G.
Test Shooter Mechanics¶
Besides player movement, Deathmatch also gives each player a gun to shoot, and the ability to open and close doors.
- Shoot the default gun with the left mouse button.
- Open and close a door with F.
Test Multiplayer Gameplay¶
Core projects also include multiplayer networking by default. Because this is a crucial component of this game, it is important to test using Multiplayer Preview Mode as much as possible.
Click to switch the Preview Mode to Multiplayer.
Press to start the preview. This will open a separate game window for each player.
You can use Alt+Enter to toggle between fullscreen and windowed mode. You can also use ++Win+Arrow++ to dock the screens side by side.
Customize the Arena¶
Explore Core Content¶
Core gives you a massive library of 3D assets, materials, sounds, and components for making games, which can be found in the Core Content Window.
You can reopen the Core Content window by going to Window > Core Content in the top menu bar.
- Click Core Content.
- Drop down the 3D Objects menu to see the props and objects that can be added to the scene.
- Click on the Nature subcategory.
- Choose a bush and some other props to drag into the scene.
Create Hiding Places¶
You can move, turn, and resize objects.
- or W activates Translation Mode.
- or E activates Rotation Mode.
- or R activates Scale Mode.
- Click on the bush and press G to move it.
- Use the arrows to move it into a good hiding place for a player.
- Press R to change the size of the bush.
- Click and drag the white box at the center of the bush to resize it proportionately.
- Move, rotate, and scale the rest of the objects to enhance the scene.
Turn Off Collision¶
By default, Core objects have collision, so players can't just walk into bushes yet.
- Test this by pressing to preview the game.
- Look at your props from a player perspective. You should be able to walk up to a bush, but collide with it once you touch it.
- Click on the bush to select it, and open the Properties window.
- Find the Collision property and change it to Force Off.
You should now be able to walk into a bush. Test this in Multiplayer Preview Mode to see how well it works for concealment.
You can reopen the Properties window by going to Window > Properties in the top menu bar.
Finishing the Arena¶
Add a Material to an Object¶
Materials allow you to add colors and textures to the objects in the scene, by dragging and dropping them onto objects.
- In the Core Content window, drop down the Materials menu to see the options.
- Pick a material, and drag it onto one of the objects in the scene.
Cover the Walls¶
You can apply a material to multiple objects by selecting them.
- Use ++shift+Left Click++ to select more objects.
- Left click and drag to select objects in an area.
- In the Hierarchy window, type "wall" into the search bar to show only the objects named Whitebod Wall 01
- Press Enter to select everything from the search
- Choose a material, and drag it onto one of the walls.
You can also select the entire list by clicking the first object in the list, then holding Shift and scroll down to click the last.
Give Everything a Material¶
You can continue using these techniques to complete the appearance of your Deathmatch arena. Try searching for each of these labels to apply materials in groups:
You can customize materials and how they apply to objects. Learn more in the Custom Material Tutorial.
In this final section, you will find different ways to change the gameplay itself.
Add Double Jumping¶
- Find Player Settings by searching for it in the Hierarchy.
- Open the Properties window to see all the settings that can be changed for each player
- In the Jump section, change Jump Max Count to
- Press to test out double-jumping with Space.
Change The Round Kill Limit¶
In the top left corner of the screen in game, you can see that you win the Deathmatch by killing 10 opponents. This can be changed in Game Settings.
- Search for Round Kill Limit in the Hierarchy.
- Open the Properties window.
- Find the KillLimit property and change it to
- Start a Multiplayer Preview of your game, and see if you win by shooting an opponent twice.
Change the UI Instructions¶
Although the game now ends after two kills, the instructions shown on the screen still tell players to shoot for ten.
- Search for UI Text Box under Game Instructions in the Hierarchy.
- Open the Properties window.
- Change the Text property to match your game's win condition.
Move the Player Start¶
Let's move the "Player Start" where players spawn to be further apart. Press V to toggle gizmo visibility-- you can now see the camera, spawn points, and trigger boxes.
- Search for Spawn Point in the Hierarchy.
- Move the spawn points around the map the same way you would any object.
Press 0 to create a spawn point at your cursor's location. There are more Editor Shortcuts that can streamline your game creation flow.
Publishing a Game¶
You now have a complete and unique deathmatch-style game. If you are ready to test it with real human players, then publish your game