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

Creating a firing pattern based puzzle


In this recipe we will make a puzzle that is based on shooting targets in a specific order cued by color coding in the level.

Toggling the state of a Trigger to disable or enable it based on another action is disarmingly simple. It can seem very difficult however without a push in the right direction. In Kismet, right-clicking on a node allows the user to expose a few properties to which one can give variables. For a Trigger event, one of these is called bEnabled. It is an easy mistake to think that this is a mechanism for changing the enabled state of the event, but it is more a way to get a result or report of the current state. You'd have to also supply a command to change the variable feeding the bEnabled nub.

As shown here, it is a Toggle with a wire extending from its Event nub that does the trick. This leads into the top of the event one wants to either turn on, off, or toggle. This can be tracked in the log during PIE. We are going to examine...