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Rachel Cordone - Unreal Development Kit Game Programming with UnrealScript: Beginners Guide

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Rachel Cordone Unreal Development Kit Game Programming with UnrealScript: Beginners Guide
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Unreal Development Kit Game Programming with UnrealScript: Beginners Guide: summary, description and annotation

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Create games beyond your imagination with the Unreal Development Kit Dive into game programming with UnrealScript by creating a working example game. Learn how the Unreal Development Kit is organized and how to quickly set up your own projects. Recognize and fix crashes and other errors that come up during a games development. A practical beginners guide with fresh, fun writing that keeps you engaged as you learn game programming with UnrealScript. In Detail Unreal Development Kit is the free edition of Unreal Engine--the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex its hard to know where to start. This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming. Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the games behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript. What you will learn from this book Set up a UDK project and learn how to compile and test your own code Learn how to extend the UDKs code to add your own functionality Create your own game types, player camera, and HUD Learn how UnrealScript interacts with Kismet and create your own Kismet actions and events Use networking to create and test multiplayer games Optimize your code to fix errors and performance problems Use DLLBind to interact with code outside of the UDK Approach This is a step-by-step book that builds on your knowledge by adding to an example game over the course of each chapter. Each topic uses example code that can be compiled and tested to show how things work instead of just telling you. Complicated tasks are broken down into easy to follow steps with clear explanations of what each line of code is doing. Who this book is written for This book is written for beginners to UnrealScript, whether this is your first experience with programming or youre coming into it from another language and would like to learn how UnrealScript uses concepts youre already familiar with. If you would like to make games with the Unreal Development Kit, this book is for you.

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Unreal Development Kit Game Programming with UnrealScript
Beginner's Guide

Unreal Development Kit Game Programming with UnrealScript
Beginner's Guide

Copyright 2011 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2011

Production Reference: 1081211

Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.

ISBN 978-1-84969-192-5

www.packtpub.com

Cover Image by Tom Mooney (<>)

Credits

Author

Rachel Cordone

Reviewers

Edward Davies

Dave Voyles

Acquisition Editor

Wilson D'Souza

Development Editor

Meeta Rajani

Technical Editors

Pramila Balan

Kavita Iyer

Llewellyn Rozario

Project Coordinator

Kushal Bhardwaj

Proofreaders

Mario Cecere

Chris Smith

Indexer

Hemangini Bari

Graphics

Manu Joseph

Production Coordinator

Arvindkumar Gupta

Cover Work

Arvindkumar Gupta

About the Author

Rachel Cordone is a designer and self-taught UnrealScript programmer, who has been working with the Unreal Engine since 1999. She has worked for various game and simulation companies since 2003, including Pipeworks Software and Parsons Brinkerhoff, and has started up her own game company, Stubborn Horse Studios, to make independent games with the Unreal Development Kit. Stubborn Horse's first project, Prometheus, won several awards in Epic Games' Make Something Unreal Contest.

I would like to thank my crazy goat for his love and support while writing this book!

About the Reviewers

Edward Davies is in the final year of his Game Art and Animation degree at the University of Glamorgan. He has a strong interest in game design, particularly the Unreal Development Kit, concept art, and 3D modeling and texturing. More of Edward's work may be seen at www.kungfoowiz.deviantart.com/gallery.

Dave Voyles is a Managing Editor and Podcast Producer for Armless Octopus. He covers Xbox LIVE Indie Game, Xbox Live Arcade, and Playstation Network news, reviews, and developer interviews. He holds a BS in Communication Studies from SUNY Oneonta, and is currently attending the New York Institute of Technology to work on his MBA in Management of Information Systems. His additional work within the gaming community includes working as the Coordinator of the Indie Games Summer Uprising, which looks to promote the most outstanding titles on the Xbox LIVE Indie Games platform. Dave is also an Unreal Script programmer for two titles that will be released on PC and iOS, at the end of 2011. Most notably, he is the founder of the New York City-based UDK meetup group, where he works with other developers to collaborate on endeavors in a physical environment, as well as provide tutorials. You can find more of his work by visiting his sites http://www.DaveVoyles.wordpress.com or http://www.ArmlessOctopus.com.

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Preface

Welcome to Unreal Development Kit Game Programming with UnrealScript! This book teaches you how to program using the UnrealScript language so you can create your own game projects using the UDK. Instead of using dry, hypothetical code you will use the topics learned in each chapter to build an actual working game. By the end of the book, you will be comfortable enough with the language to start working on projects of your own.

What this book covers

, Project Setup and Test Environments , guides you through the installation and setup of the Unreal Development Kit as well as ConTEXT and UnCodeX, two programs that we will use to write our code. We also examine the directory structure of the UDK and take a look at the configuration files.

, Storing and Manipulating Data , covers the different types of variables we can use in the UDK as well as the flow control statements we can use to react to our changing environment.

, Understanding the Class Tree , examines the class tree so we can understand the relationship between objects in the world. We learn about inheritance and function overriding to customize our object's behavior.

, Making Custom Classes , focuses on the creation of classes of our own. The core classes for any UDK project are discussed, and we create our own versions of them for our game. We change how the camera works, what the rules of the game are, and how the player is controlled.

, Using Functions , covers the use of functions to expand our game. Here we learn how to pass information from one object to another, and how to manipulate that data and return it to the original object. Custom functions are created for our objects to create functionality that didn't exist in the original UDK classes.

, Using States to Control Behavior , covers states and how they can be used to organize and control complicated behavior such as enemy classes for our game. Creating states, changing states, and working with functions within states are discussed.

, Working with Kismet

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