====== 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** \\