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

Chapter 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet

This chapter further deals with Kismet, with a focus on constructing processes that allow you to do more with gameplay, such as creating cinematic effects, creating puzzles, spell-casting behavior, creating a regenerative health shield, or allowing the player to guide a Bot that follows you, and creating a per-session checkpoint.

In this chapter, we'll cover the following topics:

  • Prefabs including Kismet references

  • Swapping control of a Bot using Possess Pawn

  • Ways to stop a recurring loop

  • Setting up cinematic cameras

  • Animating cinematic cameras

  • Obtaining a trigger event off a RigidBody

  • Creating a firing pattern based puzzle

  • Allowing the player to pick up, carry, and place an object

  • Exploring 'following' and 'attracting' behaviors

  • Creating a regenerative health shield

  • Creating a per-session checkpoint series