Build Modules: One Pattern, Three Worlds
intermediate
8 lessons ·
~420 min · Generated 2026-07-17
This is the big one. Across seven modules and a capstone you'll build the systems real islands run on — and somewhere around the third module you'll notice the secret: a guard deciding when to chase, a companion deciding how it feels, and a crop deciding when to sprout are all the SAME machine. Learn it once, build worlds with it. Every line of code in this track compiled clean on the real UEFN compiler before it reached you.
Prerequisites
Learning Outcomes
- Design a state machine where concurrency IS the dispatch — race a state's timer against its triggers
- Define game items as plain data and wire them through granter, spawner, and conditional-button devices
- Build typed, capacity-guarded inventory stacks with a live UI
- Compose dependent systems — an economy that rides your inventory without owning storage
- Respect the island save budget: one shared persistent struct, never a map per system
- Assemble a complete survival game mode from the modules you built
Lesson 1: NPC State Machines
Objectives
- Build the reusable NPC brain — a race-per-state machine any character can run.
Build the reusable NPC brain — a race-per-state machine any character can run.
Sources
- /guides/npc-state-machines-module
Lesson 2: Sidekick Companions
Objectives
- Carry the state machine into social AI: a mood-driven companion that follows, reacts, and bonds.
Carry the state machine into social AI: a mood-driven companion that follows, reacts, and bonds.
Sources
- /guides/sidekick-companion-module
Lesson 3: Custom Items
Objectives
- Make world items your game understands — defined as data, wired through devices.
Make world items your game understands — defined as data, wired through devices.
Sources
- /guides/custom-items-module
Lesson 4: Custom Inventory
Objectives
- Give players typed, capacity-guarded stacks with a live pouch UI — the foundation every economy rides on.
Give players typed, capacity-guarded stacks with a live pouch UI — the foundation every economy rides on.
Sources
- /guides/custom-inventory-module
Lesson 5: Economy
Objectives
- Earn, spend, purchase, unlock — flows built on the inventory you just made.
Earn, spend, purchase, unlock — flows built on the inventory you just made.
Sources
Lesson 6: Farming & Growing
Objectives
- The same state machine, third world: plots that sprout, mature, wilt, and regrow.
The same state machine, third world: plots that sprout, mature, wilt, and regrow.
Sources
Lesson 7: Zombie Survival
Objectives
- The flagship end-to-end mode: waves, loot, and combat AI closing the loop.
The flagship end-to-end mode: waves, loot, and combat AI closing the loop.
Sources
- /guides/zombie-survival-module
Lesson 8: Capstone: Volcano Survival
Objectives
- Put it all together on Emberpeak — a full survival game mode, phase by phase.
Put it all together on Emberpeak — a full survival game mode, phase by phase.
Sources
- /guides/emberpeak-volcano-survival
- /guides/volcano-survival-capstone
Generated by Verse Island on 2026-07-17.