Book Image

Unreal Development Kit Game Design Cookbook

By : Thomas Mooney
Book Image

Unreal Development Kit Game Design Cookbook

By: Thomas Mooney

Overview of this book

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined ñ assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.
Table of Contents (17 chapters)
Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Adding one particle's movement to another


Event modules allow multiple particle systems within an Emitter to reference each other. For example, if you have a rocket particle dying, its location would be hard to predict, but it can send a notify about its pending death to another particle system, an explosion effect, which will then spawn at that point where the rocket particle died.

How to do it...

Setting up the base particle:

  1. Open the particle system PacktFX.Cascade.ParticleEventStart from the PacktFX package.

  2. Select the Particle Emitter label which includes the on/off checkbox and with this highlighted bright orange, look into the main properties, and change the Emitter Name there to Circles.

  3. Under the label, in the Required module, the Material should be set to Envy_Effects.Energy.Materials.M_EFX_Energy_Loop_Mesh, which you can see in the next screenshot. Base parameters have already been set. Proceed on to the Spawn module.

  4. Let's generate particles in discrete bursts rather than continually...