UDK iOS Game Development Beginner's Guide


UDK iOS Game Development Beginner's Guide
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Overview
Table of Contents
Author
Support
Sample Chapters
  • 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

Book Details

Language : English
Paperback : 280 pages [ 235mm x 191mm ]
Release Date : August 2012
ISBN : 1849691908
ISBN 13 : 9781849691901
Author(s) : John P. Doran, Christos Gatzidis
Topics and Technologies : All Books, Game Development, Beginner's Guides, Games

Table of Contents

Preface
Chapter 1: Getting Started on UDK with iOS
Chapter 2: Beginning Urban Warrior, a Third-person Shooter
Chapter 3: Taking It to the Next Level: Enriching with Content
Chapter 4: Using Kismet and Matinee
Chapter 5: Action Sequences for Urban Warrior
Chapter 6: Bringing it All Together
Chapter 7: Advanced Content Creation for Urban Warrior
Chapter 8: Publishing and Monetizing Your Game
Appendix: Pop Quiz Answers
Index
  • Chapter 1: Getting Started on UDK with iOS
    • Defining UDK
      • Don't expect to make Gears of War
      • Downloading and installing UDK
    • Time for action – installing UDK on your PC
    • UDK directory overview
      • Binaries
      • Development
      • Engine
      • UDKGame
    • Setting up for iOS development with UDK
      • Walkthrough of Unreal Remote
    • Time for action – downloading and installing UDK Remote
    • Time for action – matching Mobile Previewer settings with your iOS device
    • Describing the concept of Urban Warrior, a third-person shooter title
    • Summary
    • Chapter 2: Beginning Urban Warrior, a Third-person Shooter
      • Starting out
        • A brief walkthrough of the UDK interface
        • Toolbox sidebar
          • Modes
          • Brushes
          • Volumes and Select
          • Go to and Builder Brush
          • Viewport toolbar
          • The toolbar
        • Exploring the main menu bar
          • File
          • Edit
          • View
          • Brush
          • Build
          • Play
          • Tools
          • Preferences
          • Help
        • The console bar
        • Keyboard shortcuts
        • Creating environments and the basics of level design
          • CSG brushes
          • Static meshes
          • The differences between CSG brushes and static meshes
          • Moving around viewports
        • Adding world geometry and texturing to the game
      • Time for action – creating a basic room
      • Time for action – texturing the level
        • Creating lighting for the game
      • Time for action – lighting the level
        • Creating actors and static meshes for the game
      • Time for action – adding static mesh detail
        • Progress in Urban Warrior, so far
      • Summary
        • Chapter 4: Using Kismet and Matinee
          • Defining Kismet
          • Creating your first Kismet sequence
          • Time for action – changing the level to a third-person perspective
          • Kismet primer
            • Parts of a sequence object
          • Benefits and drawbacks of using Kismet
            • Benefits of using Kismet
            • Drawbacks
          • Defining Matinee
          • Creating your first Matinee movie
          • Time for action – opening cutscene
          • With our powers combined…
          • Time for action – creating an automatic door
          • Kismet for mobile devices
          • Mobile Kismet – actions
            • Add Input Zone
            • Clear Input Zone
            • Remove Input Zone
            • Save/Load values
          • Mobile Kismet – events
            • Analog Input
            • Mobile Button Access
            • Mobile Input Access
            • Mobile Look
            • Mobile Object Picker
            • Mobile Simple Swipes
            • Touch Input
            • Draw Image
            • Draw Text
          • Give some input to the situation
          • Time for action – adding input
          • Summary
          • Chapter 5: Action Sequences for Urban Warrior
            • Sequences and you
              • Life, or something like it
            • Time for action – spawning AI into our level
              • It lives! but…
            • Time for action – base enemy AI
              • Improvements to be made
            • Time for action – base enemy AI
              • Exporting subsequences
            • Time for action – creating a second enemy
              • Remote events
                • When we can use a remote event
                • Creating a remote event
              • Named variables
                • When we can use a named variable
                • Creating a named variable
              • Manipulating the player
            • Time for action – regenerating player health over time
              • Prefabs
            • Time for action – door prefab
              • Building combat sequences
              • Layouts
              • Spawning and enemy placement
              • Environment
              • Scripting
              • Playtesting
            • Summary
            • Chapter 6: Bringing it All Together
              • Starting a workflow
              • Time for action – starting our level
              • Geometry mode
                • Setting up the workflow
                • Some keyboard tips
                • Seeing double
              • Building our level
              • Time for action – building our level
              • Combat scenarios
              • Time for action –first combat scenario
              • Time for action – end of level
              • Summary
              • Chapter 7: Advanced Content Creation for Urban Warrior
                • Main menu environment creation
                • Time for action – building main menu backdrop
                • Importing textures
                • Time for action – finishing the main menu
                • Adding sounds
                • Time for action – playing a sound effect
                • Customizing sounds
                • Adding music
                • Time for action – adding a background music track
                • Custom materials
                • Time for action – customizing brushes
                • Custom meshes
                • Time for action – importing custom objects
                • Optimizations
                  • Console commands – statistics
                    • stat fps
                    • stat game
                    • stat memory
                    • stat es2
                  • Combining meshes
                  • Precomputed visibility
                  • Streaming volumes
                • Debugging
                  • Comment your code
                  • Captain's log
                • Summary
                • Chapter 8: Publishing and Monetizing Your Game
                  • Before the magic happens
                    • Registering as an iOS developer
                    • Setting up provisioning
                  • Time for action – creating new provisioning
                    • Custom Graphics
                    • Playtesting on the device
                      • Why playtest?
                      • How to playtest
                    • Commercialization
                      • Licensing UDK
                      • In-game advertisements
                      • In app purchases
                      • Bringing everyone together with Game Center
                      • iCloud integration
                      • Facebook/Twitter integration
                    • Bringing our game to the world
                  • Time for action – requesting a Distribution Certificate
                  • Summary

                  John P. Doran

                  John P. Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams from just himself to over 70 in student, mod, indie, and professional projects. He previously worked at LucasArts on Star Wars 1313 as a game design intern. He later graduated from DigiPen Institute of Technology in Redmond, WA, with a Bachelor of Science in Game Design. John is currently a software engineer at DigiPen's Singapore campus and is tutoring and assisting students with difficulties in computer science concepts, programming, linear algebra, game design, and advanced usage of UDK, Flash, and Unity in a development environment. This is his third book after UDK iOS Game Development Beginner's Guide and Mastering UDK Game Development, both of which are also available from Packt Publishing. He can be found online at http://johnpdoran.com and can be contacted at john@johnpdoran.com.

                  Christos Gatzidis

                  Dr Christos Gatzidis is a Senior Lecturer in Creative Technology at Bournemouth University, UK at the School of Design, Engineering and Computing. He has a PhD from City University London, UK and an MSc in Computer Animation from Teesside University, UK and has previously published work in a number of academic edited books, conferences and journals. He is also the framework leader for the Creative Technology collection of degrees at Bournemouth University (which includes the BSc in Games Technology and the MSc in Computer Games Technology courses). Christos teaches a variety of units on these courses and uses Epic’s UDK across all years of the undergraduate course to cover topics ranging from basic level design fundamentals to more advanced scripting.
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                  Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                  Errata

                  - 3 submitted: last submission 23 May 2013

                  Errata type: Other | Page number: 5 | Errata Date: 18 September 2012

                  On page 5, the link for downloading color images is: http://downloads.packtpub.com/sites/default/.les/downloads/1901EXP_UDK iPhone Game,Development.pdf.

                  The correct link is: https://www.packtpub.com/sites/default/files/downloads/1901EXP_UDK%20iPhone%20Game,Development.pdf

                  Errata type: Other | Page number: 132 | Errata Date: May 23, 2013

                  The "in" of the compare bool is connected to:

                  We connect the Out of the Stop Firing to the In of the Compare Bool

                  For the setting up the Kismet, make sure that the player has positioned the enemy so that it will see the player
                  by default it will take some kind of trigger to make it attack you
                  have them also shoot him once just to make sure it responds after that.

                  Errata type: Other | Page number: 130 | Errata Date: May 23, 2013


                  The "In" input of "IsAlive" is connected to the "Finished" output of the "Actor Factory" object.

                  Sample chapters

                  You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

                  Frequently bought together

                  UDK iOS Game Development Beginner's Guide +    Unreal Development Kit Game Design Cookbook =
                  50% Off
                  the second eBook
                  Price for both: £26.35

                  Buy both these recommended eBooks together and get 50% off the cheapest eBook.

                  What you will 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

                  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.

                  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 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.

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