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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Introduction


The process of explaining Kismet in this chapter includes some formatting that you will want to get used to. Nodes in Kismet, that carry actions and events, are formatted as follows: Event. Properties of those nodes, and menu choices are formatted as follows: Property. Values that you type in property fields or unique names we've assigned things will be formatted as follows: field name.

Kismet lets us tell game actors how to behave in relation to each other and the player. The editor is a canvas on which to construct a network of connected nodes. It has a Properties window which exposes properties for the selected node, and a Sequences window for navigating layers of the canvas created using Sub-Sequences.

In this chapter we give essential explanations that will allow you to set up your own Kismet, and cover common cases of Kismet-driven functionality in UDK that many games leverage frequently. In the next chapter we cover more challenging examples.

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