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.
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.
This video shows you everything you need to get set and started.
Be confident navigating the UDK folders.
Understand the UnrealScript class hierarchy and how classes relate.
Make UnrealScript coding easier in Notepad++.
Build your changes and code edits with the UDK compiler.
Learn how to totally customize your builds with the FrontEnd.
Learn the beginnings of UnrealScript coding.
Learn how to use UncodeX and Notepad++ to start coding a GameInfo class.
Create a "Hello World" application with the GameInfo class.
Configure the UDK engine files to compile your code easily.
Compile the GameInfo class and test changes at runtime in the UDK.
Safely edit .ini files for larger projects.
See how to make customized actor classes.
Build actors that can be dragged-and-dropped into a level.
Use components to customize actors: add meshes, light components, and more...
Create variables that can be edited from the UDK Editor.
Explore the rotation and sound sample variables.
Copy and paste mesh names from the content browser to use in code statements.
Rotating actors in the tick event to make them spin over time.
Create a customizable rotating actor in the level.
Respond to player collisions by playing sounds.
Create a spinning and non-spinning state to customize how the power-up behaves.
Add state-changing features inside collision events.
Keep track of player progress with the GameInfo class.
Search for actors in a level and make code more readable with Hungarian Notation.
Check for a game-win condition by having the actor and GameInfo class communicate.
Show the console and run commands.
Visit the UDN for a Console command reference.
Converting functions into Console commands.
Using the Console to run custom commands in UnrealScript.
Review the progress and plan the work ahead.
Use Kismet and Matinee to create an animated sequence for the level end.
Extend a class from SequenceEvent to add new Kismet functionality.
Create a new Kismet node and test it in the Editor.
Use the CheckActivate function to fire Kismet connections.
Run the UDK Editor and create a Kismet graph to test.
Explore how config files relate to UnrealScript classes.
Learn to initialize variables using settings in the config files.
Make variables accessible to config files.
Use config files to set the Statue Collection limit.
Complete the game and consider improvements.
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