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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

Lesson 1: NPC State Machines

Objectives

Build the reusable NPC brain — a race-per-state machine any character can run.

Sources

Lesson 2: Sidekick Companions

Objectives

Carry the state machine into social AI: a mood-driven companion that follows, reacts, and bonds.

Sources

Lesson 3: Custom Items

Objectives

Make world items your game understands — defined as data, wired through devices.

Sources

Lesson 4: Custom Inventory

Objectives

Give players typed, capacity-guarded stacks with a live pouch UI — the foundation every economy rides on.

Sources

Lesson 5: Economy

Objectives

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.

Sources

Lesson 7: Zombie Survival

Objectives

The flagship end-to-end mode: waves, loot, and combat AI closing the loop.

Sources

Lesson 8: Capstone: Volcano Survival

Objectives

Put it all together on Emberpeak — a full survival game mode, phase by phase.

Sources

Generated by Verse Island on 2026-07-17.