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[MMORPG Game Development Series with C# and Unity] Extra: Starting Server Operations with AWS

You can't just let the server you worked so hard to build rot away in a development environment. This lecture will teach you how to operate a server that can be accessed from outside using AWS.

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[Rookiss Omakase] Live lecture schedule for March-April (UE5 C++ 3rd vs C# Server + M1 Live)

Hello, this is Rookiss live schedule.

Schedule: March - April
Cost: 264,000 won

Starting in March, I will be opening live lectures that I will personally conduct.
I plan to do it 4 times a week (Tue/Thu/Fri/Sun).
(Tue/Thu) is Unreal C++ lecture,
(Friday/Sunday) C# Server and M1 Live Unity lectures are scheduled.

IMPORTANT: Live lectures are provided for 3 months as temporary lectures for review.
Temporary lectures will be deleted after 3 months.
Live lectures are mainly for curriculum testing and group tutoring purposes.
Since there is no guarantee that this will be released as an online course every time,
In the future, I plan to conduct live lectures and online lectures separately .
Instead, we offer the original benefit of live streaming, which allows you to quickly listen to a number of live lectures that are currently in R&D.

Basically, applications are accepted by dividing them into (Tue/Thu) or (Fri/Sun).
Actually, it is possible to attend live classes at Intersection.
Those who want to spend March and April with the mindset of a scholar studying this and that
You can participate in both.

(However, since the Sunday class is already in progress, only existing M1 Live students can participate)

When applying, please choose Tuesday (UE5 C++) or Sunday (Unity & Server)
Please apply for the course you wish to take. (For attendance management purposes)
[Rookiss Omakase] Live lectures will be recruiting every month, but

Since this is your first attempt, we're adding +1 month for free.
We will combine March and April and conduct classes at once.


1) UE5 C++ 3rd session (Starts March 5th. Every Tuesday/Thursday in March, 8pm~11pm + @)

The Wed/Thu classes are related to the Unreal curriculum.
Analysis of Haker's UE5 source code to be carried out in the future
And the Dedicated-Server Lab scheduled for the second half of the year
It is structured to create synergy.

We are repeating the C++ curriculum study over several rounds.
We are recruiting participants for the third round of testing.
Basically, it is scheduled for Tuesday/Thursday (10 times x 3 hours) starting March 5th.
I don't plan on rushing to meet the deadline, but rather taking it slow and steady.
Because it progresses until the entire content is finished.
If you can spare some time until April, that would be fine.

The third round is different from the previous rounds in that it is structured to complete the RPG game in one go.
Since it is based on C++, you should not apply if you do not have experience with C++.
In the third round, I will proceed with various assets that I obtained from the market.
This was repeated once more, and finally in the fourth round
We will proceed with assets created directly by our team.
Note 1. (Online lectures will also be released in the final 4th edition)
Note 2. (It is not yet decided whether the 4th live broadcast will be held.)

The rough curriculum is as follows:
The content is similar to the previous episodes, but
There are many intermediate steps involved in the process of making a game.
Various combat systems from Dark&Darker,
We're looking to add new things like inventory, interactions, and game structure creation.

Section 0. Preferences
- Unreal Installation
- Unreal Editor Practice

Section 1. Blueprint
- Blueprint practice
- Variables, conditional statements, loops, functions, blueprint classes

Section 2. C++-based work
- Understanding C++ based working methods (UBT)
- Add/delete files and manage folders
- Add logs and debug
- Module, Plugin
- Subsystem

Section 3. Object
- Understanding Reflection and GC (UHT)
- UCLASS and Metadata
- Gameplay Framework
- Mixed work with Blueprints and C++

Section 4. Actor
- Actor basics (BeginPlay, TickEvent, SpawnActor, SetLifeSpan, DestroyActor)
- Vectors and Coordinate Systems
- Practice: moving, following, etc.
- Local vs World
- ActorComponent, SceneComponent
- Practice: Creating a Hierarchy

Section 5. Pawn
- Pawn Basics
- Enhanced Input
- PlayerController
- ControlRotation
- SpringArm / Camera

Section 6. Character
- Character Basics
- CharacterMovement

Section 7. Data
- Data and DataAsset
- AssetManager
- Practice: Loading data

Section 8. Animation
- Animation concept
- Animation blueprints and
- Animation montage
- Aim offset
- Equipped with sockets and weapons
- Practice: moving, attacking, etc.

Section 9. Conflict
- Collision basis
- Preset
- Trace
- Delegate
- Practice: Hit Decision

Section 10. UI
- UMG Basics
- Practice: GameHUD
- Practice: Inventory

Section 11. Artificial Intelligence
- Maps and directions
- Behavior Tree
- Blackboard
- Task
- Practice: Monster AI

Section 12. GameAbilitySystem
- Introduction to GAS
- GameplayTag
- GameplayAttribute
- GameplayAbility
- GameplayEffect (+GameplayCue)
- Practice: Implementing various skills

Section 13. Implementation of various game contents

Extra 1. Appendix (Material)
- Materials and Material Instances
- Hands-on: Outline Shader

2) Unity & Game Server Curriculum (March - April)
MMO Lab #1 Live (Starts March 3rd. Every Sunday from 8pm to 11pm from March to April)
C# Server Live (Starts March 8th. Every Friday from 8pm to 11pm in March and April)

This is a live lecture for MMO Lab #1 students.
Only MMO Lab #1 students can attend.
M1 Live will be uploaded directly to M1 Online Lectures.
The C# server lecture will be uploaded to the temporary lecture section.


You can ask questions about anything you are curious about in the M1 live lecture on Sunday.
From March, more hands-on practice is planned with items & UI, etc.
The work of attaching game servers is scheduled to begin in the second half of the year.
We will also provide supplementary lectures on C# servers for this purpose.

The C# server class is similar in general structure to the [C# Series Part 4: Game Server] class.
We will proceed in an easy way, removing as many difficult and unnecessary parts as possible .
Remove content that is too long compared to its importance, such as packet automation in the middle part.
We plan to replace it with C# template engine, protobuf integration, etc.
So I want to follow the C# server content in the second half, but
I recommend this to those who found the existing content difficult.

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