Getting Started with UDK

Getting Started with UDK

John P. Doran

Language: English

Pages: 140

ISBN: 184969981X

Format: PDF / Kindle (mobi) / ePub


Unreal Development Kit (UDK) is a free but powerful game engine - ideal for hobbyists - and this tutorial is all you need to get started. Includes a walkthrough in building your own tower defense game.

Overview

  • Learn how to greybox your level by building basic shapes and reshaping the environment
  • Use the visual scripting tool Kismet to create all of the gameplay for your project, from spawning waves of enemies to building placeable towers
  • Develop a thorough understanding of how to use the industry standard Scaleform to create a custom HUD and Main Menu screen to make a game your own

In Detail

UDK, the free version of the popular and award-winning Unreal 3 Engine, is an amazing and powerful tool to use for projects of any kind. You can use it to create high-quality games and make your dream games a reality.

UDK can be a little intimidating based on the level of games it has contributed to the ever growing and ever exciting world of gaming. Overcome all your apprehensions with this step-by-step guide and build a complete project within the Unreal Development Kit with unique gameplay, custom menus, and a triple A rated finish

This book will help you create a custom tower defense game within UDK, even if you have absolutely no prior knowledge of UDK game development.

In next to no time, you will learn how to create any kind of environment within UDK. With your basic environment created, you will make use of simple visual scripting to create a tower defense game complete with enemies attacking in waves. We then finish off the game with custom menus and a Heads Up Display. The final step is to release your game into the wild and give others the excitement of playing it.

What you will learn from this book

  • Learn tips and tricks to achieve what every gamer dreams about – their very own gaming environment
  • Create gameplay functionality such as enemy wave spawning and placeable towers using Kismet
  • Use Geometry Mode to greybox environments
  • Build multiple towers making use of Prefabs
  • Design visually stunning environments making use of materials and static meshes.
  • Place power-ups in your environment, such as weapons and health
  • Communicate between Flash to UDK and vice-versa through Kismet

Approach

This book is written by someone who is passionate about games for those who are equally passionate about games. The step-by-step instructions contained within this guide will make creating your first game simple.

Who this book is written for

If you have ever had the urge to know more about how all those amazing games you played for countless hours are created, then this book is definitely for you! This step-by-step tutorial will teach you how to create a complete game within UDK.

Even if you have no prior experience of UDK, you can still start building the games you want today.

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Variable and put in the name; this should give you a checkmark, meaning it knows what you are talking about. From the A != B output, attach a Destroy action to the right-hand side of the Compare Objects action by right-clicking and navigating to New Action | Actor | Destroy. Connect the Target connector of Destroy action to Instigator of the TriggerVolume_0 Touch event. Create an Int variable with a Var Name property of baseHealth that will be initialized with the value of 10. After the

input of the top Object action. Connect the Value connector to a new Object variable with no value. Create a Destroyed event by right-clicking and navigating to New Event | Actor | Destroyed. Connect the Out output of the event to the In input of the bottom Object action that sets the TurretTarget variable to nothing. Next, create an Attach to Event action by navigating to New Action | Event | Attach to Event. Under Attach to Event, connect the Turret Target variable to Attachee connector.

code window will come up. Fill that window with the following code://Import events so that we can have something happen every frame import flash.events.*; //Add an event to happen every frame stage.addEventListener(Event.ENTER_FRAME, Update); function Update(evt:Event):void { // Every frame we want to set the variables to // what we set them in Kismet cash.text = "$" + String(playerCash); // The wave number that we are at hudWaveNumber.text = String(waveNumber); // The times an enemy can hit our

yet. We want to make the AI (Artificial Intelligence) such that upon reaching our base he destroys himself, damaging our base. His death will decrement our base's health, and upon reaching 0, we will conclude the game is over. Now, we finally get to use those trigger volumes we created in the first section. In Kismet, go back to the Player Spawned event we created previously, and in Properties, give it a Var Name of Player. Exit out of Kismet and go into the editor. Select the Trigger

output. We want to make sure that the object that collided with the middle of the level is an enemy and not the player. We need to make a comparison to make sure it isn't. (New Condition | Comparison | Compare Objects.) Then, hook it up to the Touched output. Connect the Instigator output of the TriggerVolume_0 Touch event to A. Now we could draw a line to the Player variable I just made for B, but instead, we'll right-click and create a Named variable by navigating to New Variable | Named

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