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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
Tools
Concepts
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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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Toc

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

Chapter 6. Under The Hood—Configuration and Handy Tweaks for UDK

This chapter contains lessons in adjusting configuration, scripts, and even supplying additional actors and Kismet actions. Everything here is about altering the editor or gameplay settings to provision a customized playing experience:

  • Groundwork for adjusting configuration defaults

  • Enabling the remote control for game inspection

  • Changing the Play in Editor view resolution

  • Removing the loading hints and similar articles

  • Editing DefaultEngineUDK to allow 4096x4096 texture compression

  • Setting the preview player size reference object

  • Binding a keyboard shortcut to a player action

  • Adjusting player speed

  • Creating your own Kismet node for Speed

  • Changing the default player sounds

  • Replacing the HUD

  • DrawText and GameType concerns

  • Handling level content streaming

  • Spawning objects from a hit impact

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