====== Introduction ====== This page is dedicated to lectures UDK Game Development held at Faculty of Mathematics and Physics, Charles University in Prague in winter semester 2011/2012. Basic info about how to start developing in UDK can be found here: [[guidelines:udk development tutorial|UDK Development Tutorial]]. You can contact me with any questions at michal [dot] bida [at] gmail [dot] com. Subject: UDK Game Development. ====== Lecture 2 (25.11.2011) ====== Basic characters and animations, UnrealScript basics. Download [[http://pogamut.cuni.cz/pogamut_files/lectures/2011-2012-UDK-Devel/udnmodels.zip|udn models source data]] that we will import into UDK. **Code sample 1:** HUDType=class'UDKMod.MyHUD' PlayerControllerClass=class'UDKMod.MyPlayerController' ConsolePlayerControllerClass=class'UTGame.UTConsolePlayerController' DefaultPawnClass=class'UTPawn' PlayerReplicationInfoClass=class'UTGame.UTPlayerReplicationInfo' GameReplicationInfoClass=class'UTGame.UTGameReplicationInfo' DeathMessageClass=class'UTDeathMessage' PopulationManagerClass=class'UTPopulationManager' BotClass=class'UTBot' **Code sample 2:** //Setup default NPC mesh Begin Object Class=SkeletalMeshComponent Name=NPCMesh0 SkeletalMesh=SkeletalMesh'RocketBoxMalesExtended.SkelMesh.casual04_m_highpoly' AnimSets(0)=AnimSet'RocketBoxMaleAnims.RocketBoxMaleAnims' AnimSets(1)=AnimSet'PogamutCharactersAnims.PogamutMaleForRocketBox' LightEnvironment=MyLightEnvironment AnimtreeTemplate=AnimTree'RocketBoxMalesExtended.AT_RocketBox_Scripted' End Object NPCMesh=NPCMesh0 Mesh=NPCMesh0 Components.Add(NPCMesh0) **Code sample 3:** Begin Object Class=StaticMeshComponent Name=PathMarkerComponent bUsePrecomputedShadows=false bAcceptsStaticDecals=false StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup' WireframeColor=(R=255,G=0,B=0,A=0) bDisableAllRigidBody=true CastShadow=false bCastDynamicShadow=false bSelfShadowOnly=true bAcceptsLights=true bAcceptsDynamicLights=true bAcceptsDynamicDominantLightShadows=true End Object StaticMeshComponent=PathMarkerComponent Components.Remove(StaticMeshComponent0) Components.Add(PathMarkerComponent) Begin Object Class=CylinderComponent NAME=CollisionCylinder CollisionRadius=+00030.000000 CollisionHeight=+00020.000000 CollideActors=true End Object CollisionComponent=CollisionCylinder Components.Add(CollisionCylinder) DrawScale=0.03 bStatic=false bCollideActors=true ====== Lecture 1 (11.11.2011) ====== UDK introduction and some basic examples. [[http://pogamut.cuni.cz/pogamut_files/lectures/2011-2012-UDK-Devel/UDKGameDevelopment2011Lecture01.ppt|Slides]] from the lecture. ===== Homework ===== Install UDK on your laptop according the [[guidelines:udk development tutorial|UDK Development Tutorial]]. Then compile and run example 2 (either install Visual Studio with nFringe or compile it manually). ===== Example 1 ===== Several examples of simple map levels featuring some Kismet mechanics. To install it, [[http://pogamut.cuni.cz/pogamut_files/lectures/2011-2012-UDK-Devel/UDKExamples.zip|download it]] and unzip it in ''UDK/UDKGame/Content'' directory. Features: * Several different map levels * Simple triggers * Complex triggers ===== Example 2 ===== A simple working mod that features several simple game mechanics. To install it, [[http://pogamut.cuni.cz/pogamut_files/lectures/2011-2012-UDK-Devel/UDKMod.zip|download it]] and unzip it in ''UDK/Development/Src'' directory. Features: * Creating custom game * Setting custom HUD * Implementing dynamic reactions in the environment * Reacting to key inputs * Drawing information on HUD Note: You need to recompile UDK for this to work (with proper settings - so the UDK knows it should compile this mod as well)! See [[guidelines:udk development tutorial|UDK Development Tutorial]]. Afterwards, run the game by typing: "udk DM-Deck?game=UDKMod.MyGame" from ''UDK/Binaries/Win32'' directory . ALT + H displays HUD help. ALT + C creates "PacMan" cubes. ====== Acknowledgment ====== Creation of this course was partially supported by the project Integration of IT Tools into Education of Humanities, which is financed by the European Social Fund, the state budget of the Czech Republic, and by the budget of Municipal House Prague. Inovace kurzu v letech 2011/2 a 2012/3 byly podpořeny projektem CZ.2.17/3.1.00/33274 financovaným Evropským sociálním fondem a rozpočtem hlavního města Prahy. {{:lectures:loga.png|}} **Evropský sociální fond** \\ **Praha & EU: Investujeme do vaší budoucnosti** \\