UDK iOS Game Development Beginners Guide

UDK iOS Game Development Beginners Guide

John P. Doran

Language: English

Pages: 280

ISBN: 1849691908

Format: PDF / Kindle (mobi) / ePub


Create your own third-person shooter game using the Unreal Development Kit to create your own game on Apple's iOS devices, such as the iPhone, iPad and iPod Touch

  • Learn the fundamentals of the Unreal Editor to create gameplay environments and interactive elements
  • Create a third person shooter intended for the iOS and optimize any game with special considerations for the target platform
  • Take your completed game to Apple's App Store with a detailed walkthrough on how to do it

In Detail

It has never been a more attractive time to be an app developer. With no signs of stopping, Apple's iOS devices are dominating the mobile scene and with UDK, the free version of the most popular third-party game engine available, it has never been easier to get into the app business.

"UDK iOS Game Development Beginner’s Guide" takes a clear, step-by-step approach to building a small third-person shooter game using the Unreal Development Kit with plenty of examples on how to create a game that is uniquely your own.

You will begin learning the fundamentals of the Unreal Engine before creating a third-person shooter game in UDK. After the game is created you will learn what can be done with any project to optimize your game for the iOS platform and discover special considerations that need to be made. Finally, you'll publish your game on the App Store for the world to see and play along, with details on different costs associated with publishing.

If you would like to make iOS games with the Unreal Development Kit or are interested in porting your game from PC to iOS, this book is for you.

What will you learn from this book

  • Go through the stages of creating a level using rapid prototyping
  • Tips on converting your already created title to be more mobile-friendly
  • How to create an interior and exterior environment with textures, lighting, and meshes
  • Use the visual scripting language Kismet to create interactive objects and new gameplay features, such as re-generating health
  • Import your own custom content into your level for your own unique game and extend functionality by creating your own heads-up display
  • Learn about playtesting; its benefits, and how to effectively do it as well as how to increase the speed of your workflow using prefabs and Geometry Mode
  • The current royalty models employed by Epic and UDK for UDK-developed iOS titles and possible avenues for monetization
  • How to publish your game on the iTunes store with custom icons and information

Approach

The book takes a step-by-step process in completing tasks with many detailed illustrations while allowing you to add your own creativity to the mix to create a game that is uniquely your own.

Who this book is written for

If you would like to make iOS games with the Unreal Development Kit or are interested in porting your game from PC to iOS, this book is for you.

.net [UK] (March 2015)

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Zone displays an additional input zone to the screen. Zones need to have a unique name and will be referenced by their Zone Name property in other sequence objects when using them. We will be using this action later in the chapter in order to add buttons to our UI and learn how to create different kinds of zones for use in our project. This action is found in NewAction | Mobile | AddInputZone. Clear Input Zone This action removes all of the zones that were created or loaded at

further There are plenty of other things that you can add to your AI, such as different states depending on how close the player is to them (distance of the Trace action was discussed in the Base enemy AI section). Right now as long as the timeSinceCaught variable is less than 2.0, the PathNode_Dynamic is set to your actual position as well. You could make it so that the AI could only know where you were at that point (only setting the position once). You can use the Bool (true/false

conditional by right-clicking and selecting New Condition | Comparison | Compare Int. Underneath the A variable link connect the variable under Int in our Get Property. Underneath B create a new Int variable and put a value of 100. Connect the Out from the Get Property action to the In input of the Compare Int conditional.Basically, we're going to compare whether our Health is lower than 100 (the maximum value it can be at the moment) or not. Create a Modify Property action by using New Action

details without using more polygons and what you see now is how it would look if you played your game on PC. When playing the game on iOS, UDK will attempt to bake it into the lightmap used by the level using the PC materials normal map, while the advanced effects use the normal map slot under the Mobile section of the material editor. Again, there are a lot of other options that you can use on the PC version of UDK that you cannot use on the iOS. However, there is a very good guide for those

questionnaire that I have players fill out after they have played the game. A lot of the questions are circling a number from 1-10 talking about if the game was too difficult, the goals were hard to understand, and other assorted things that you want to figure out. I also leave a large blank at the end of additional thoughts, as those who are heavily invested will no doubt have tons of things to say to you. For those who are still in school, I find a very easy way to get people to play your game

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