Unreal Development Kit Game Programming with UnrealScript
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Unreal Development Kit Game Programming with UnrealScript

Kick-start your career in game development with UnrealScript and the UDK
4.3 (5 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
92 students enrolled
Created by Packt Publishing
Last updated 11/2014
English
Current price: $10 Original price: $85 Discount: 88% off
5 hours left at this price!
30-Day Money-Back Guarantee
Includes:
  • 2.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Understand the UDK files and folders for working with UnrealScript
  • Configure an IDE and the UDK Compiler to write and compile code and make debugging easier with custom console commands
  • Grasp the basics of UnrealScript workflow for making games and use the UnrealScript class hierarchy to build new features
  • Learn how to create states for working with timed behavior
  • Make customizable classes with Config files that integrate with the UDK Editor
  • Create feature-filled actors for your levels
  • Build custom Kismet nodes to control the logic of your game
View Curriculum
Requirements
  • Taking a step-by-step approach, you’ll learn how to set up your development environment, discuss some core features of the UnrealScript programming language, and build a feature-filled game level in incremental stages.
Description

This course is a comprehensive introduction to UnrealScript presented by Alan Thorn, veteran game developer and author with over 12 years of industry experience. Taking a step-by-step approach, you’ll move from the basics of configuring the UDK and its files to coding a feature-filled game complete with timed behavior and editor integration.

Clear and concise, this course takes you from start to finish through the creation of a practical game in UnrealScript, demonstrating the core features of the language along the way. It starts by exploring how to configure UDK files and software and ends with a working game featuring time-limits, editor integration, component-based actors, and custom Kismet nodes.

Overall, you’ll see how to build a game from the ground up. Along the way, you’ll explore core UnrealScript features such as console commands for improving debugging, class states for dynamically changing actor behavior, custom Kismet nodes to control program flow visually, the ability to tweak class settings through text-based configuration files, and much more besides.

By the end of this course, you’ll have coded a feature-filled game in UnrealScript and the UDK. In achieving this, you’ll establish a solid foundation in UnrealScript that you can utilize when building your own games.

About the Author

Alan Thorn is a London-based game developer, freelance programmer, and author with over 13 years of industry experience. He founded Wax Lyrical Games in 2010, and is the creator of the award-winning game, Baron Wittard: Nemesis of Ragnarok. He is the author of 10 video-training courses and 11 books on game development, including Unity 4 Fundamentals: Get Started at Making Games with Unity, Focal Press, UDK Game Development, and Pro Unity Game Development with C#, Apress. He is also a visiting lecturer on the Game Design & Development Masters Program at the National Film and Television School.

Who is the target audience?
  • This course is intended for newcomers to UnrealScript. If you’re already using the UDK Editor and are familiar with programming basics, then this course will help you move up to the next level, orienting you with the UnrealScript language.
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Curriculum For This Course
43 Lectures
02:22:36
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Getting Started
6 Lectures 23:19

This video shows you everything you need to get set and started.

Course Introduction
02:34

Be confident navigating the UDK folders.

Exploring the UDK Installation Folder
03:36

Understand the UnrealScript class hierarchy and how classes relate.

Exploring UncodeX
02:57

Make UnrealScript coding easier in Notepad++.

Configure Notepad++ for UnrealScript
04:24

Build your changes and code edits with the UDK compiler.

Compiling UnrealScript Source Code
05:10

Learn how to totally customize your builds with the FrontEnd.

Compiling UnrealScript Source Code Using the FrontEnd
04:38
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Understanding the Class Tree and Making Custom Classes
6 Lectures 18:27

Learn the beginnings of UnrealScript coding.

Getting Started at UnrealScript Game Development
03:58

Learn how to use UncodeX and Notepad++ to start coding a GameInfo class.

The GameInfo Class
02:59

Create a "Hello World" application with the GameInfo class.

GameInfo Basics
03:53

Configure the UDK engine files to compile your code easily.

Compiling GameInfo
02:57

Compile the GameInfo class and test changes at runtime in the UDK.

Testing GameInfo
02:38

Safely edit .ini files for larger projects.

Appendix to Compiling
02:02
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Beginning a Power-Up Actor Class
6 Lectures 18:02

See how to make customized actor classes.

Getting started with Actors
03:16

Build actors that can be dragged-and-dropped into a level.

Integrating Actors into the Actor Classes Tab
03:09

Use components to customize actors: add meshes, light components, and more...

Actors and Components
04:13

Create variables that can be edited from the UDK Editor.

Using Editor Properties
03:18

Explore the rotation and sound sample variables.

Review
01:50

Copy and paste mesh names from the content browser to use in code statements.

Using the Content Browser to Help Code
02:16
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Refining the Power-Up Actor Class
5 Lectures 15:45

Rotating actors in the tick event to make them spin over time.

Rotations in UnrealScript
04:04

Create a customizable rotating actor in the level.

Testing the Rotation Code in the UDK Editor
01:50

Respond to player collisions by playing sounds.

Collision Detection
03:05

Create a spinning and non-spinning state to customize how the power-up behaves.

Using Class States
03:21

Add state-changing features inside collision events.

Testing Class States
03:25
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Creating Game Logic with GameInfo
5 Lectures 17:40

Keep track of player progress with the GameInfo class.

Preview 03:04

Use GameInfo to manage player progress.

Preview 03:35

Search for actors in a level and make code more readable with Hungarian Notation.

Preview 04:49

Check for a game-win condition by having the actor and GameInfo class communicate.

Preview 03:18

Create the game logic and the counter, and then test in the UDK Editor.

Preview 02:54
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Refining the Game with Exec Functions
5 Lectures 14:45

Show the console and run commands.

Unreal Console
02:58

Visit the UDN for a Console command reference.

Exploring Console Commands on the UDN
03:09

Converting functions into Console commands.

Create New Console Commands
02:58

Using the Console to run custom commands in UnrealScript.

Testing New Console Commands
03:19

Review the progress and plan the work ahead.

Review your Progress
02:21
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Customizing Kismet
5 Lectures 17:38

Use Kismet and Matinee to create an animated sequence for the level end.

Preview 03:23

Extend a class from SequenceEvent to add new Kismet functionality.

Customize Kismet with UnrealScript
03:49

Create a new Kismet node and test it in the Editor.

Testing the Kismet Node
02:18

Use the CheckActivate function to fire Kismet connections.

Activating Kismet Nodes
05:15

Run the UDK Editor and create a Kismet graph to test.

Testing Kismet Functionality in the UDK Editor
02:53
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Moving Forward with Config Files
5 Lectures 17:00

Explore how config files relate to UnrealScript classes.

Config Files
03:13

Learn to initialize variables using settings in the config files.

Customize GameInfo with Config Files
03:32

Make variables accessible to config files.

Using the Config Keyword
02:56

Use config files to set the Statue Collection limit.

Using Config Files to Customize Game Settings
03:38

Complete the game and consider improvements.

Completing the Game
03:41
About the Instructor
Packt Publishing
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Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.

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From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

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