Mastering UDK Game Development
by John P. Doran, published in March 2013 by Packt Publishing, features eight
chapters focusing on presenting intermediate to advanced gameplay elements
achievable using Epic Games’ Unreal Development Kit (UDK). For such a small book (273 pages) the scope
the book tries to achieve is pretty large.
Does ‘Mastering UDK Game Development’ live up to the scope it promises?
In each of the 8 chapters the reader is introduced to and works
through one demo project; in most cases the projects are standalone, allowing
you to start at Chapter 1 or Chapter 4. The
demos contained in the book are interesting and upon finishing should spark your
inner game developer, making them think ‘where can I go from here?’ Here is a breakdown of the chapters and their
project:
·
Chapter
1: Advanced Kismet – Creating a Third-person Platformer
o
Pretty
obvious, the chapter project creates a 2.5D platformer in the same style as
Shadow Complex however creates this gameplay style without any programming
necessary
·
Chapter
2: Terror in Deep Space
o
Chapter
project is creating an on-rails space shooter in the same style as Starfox
including importing content (static meshes and textures) and creating materials
·
Chapter
3: Terror in Deep Space 2: Even Deeper
o
Based
on Chapter 2, builds on that project by implementing more gameplay elements
like multiple enemies, health, and game over
·
Chapter
4: Creating a Custom HUD
o
Again
pretty obvious, chapter project focuses on creating a custom user interface by
using Adobe Flash ActionScript 3.0
·
Chapter
5: Creating Environments
o
Chapter
project focuses on level editing; probably the weakest chapter within
considering the number of other volumes already dedicated to this subject
·
Chapter
6: Dynamic Loot
o
Chapter
project develops the ability to bring an object into the game (in this case a
torch) and allow the user to pick up, use, and drop the object
·
Chapter
7: Managing Loot
o
Based
on Chapter 4 and Chapter 6, chapter project develops a user inventory with
Adobe Flash to manage items the player picks up
·
Chapter
8: UnrealScript: A Primer
o
The
first dedicated programming chapter teaches how to display the standard ‘Hello
World’ message in UnrealScript as well as script a flashing light for use in
the space shooter project from Chapter 2 & 3
If you browse that list of chapters and what you’ll be
building and aren’t somewhat excited then this book and review are not for
you. But, for everyone else, you should
notice that halfway through the book (finishing Chapter 4; about 147 pages in)
you’ll have 2 fully functioning game prototypes and several working gameplay
heads-up display (HUD/interface) elements.
That is quite extraordinary for such a condensed book to not only work
through interesting examples, but practical
examples. At the end of nearly every
chapter you’ll be left considering what else you can do with what was
shown. Most likely, you’ll run off and
start working on your own stuff based around what the book taught (which is
excellent!).
Where ‘Mastering UDK’ excels in content it falters in its
clarity, a big problem considering this is a book. There are instances where the author simply
omits steps, only to refer to those missed objects a few steps later. For example, in the first chapter you are
instructed to build two platforms but as far as I can tell, the closest the
book gets to actually telling you to create a second platform is: ‘Copy and
paste the sequence’ (after having created a sequence to create a moving a
platform). But copying and pasting the
sequence in Kismet (UDK’s visual scripting system) ties the new sequence to the
original platform that should be doing something else. In another section, you’re instructed to
‘Right-click inside the Group List
(the dark-gray column below all the tabs with text and to the left of the
timeline).’ As the old adage goes, ‘A
picture is worth a thousand words’, and without pictures some of the
explanations in ‘Mastering UDK’ just become confusing and unintentionally
misleading.
Another area the book lacks in is a focus on teaching the
reader. For the most part ‘Mastering
UDK’ is written to tell you how to achieve a specific goal in the form of a
demo and that is it. There is no why or
even how, there are just steps to follow.
One or two lines here and there explain the general overview of what is
trying to be accomplished but they are being provided to keep you on track, not
to teach you. Without teaching, the
majority of the book ends up as a long set of tutorials filled with ‘Click
here’ or ‘Do this’.
But I should be clear: ‘Mastering UDK Game Development’ is written for developers that are
familiar with some aspect of the Unreal editor and the book shouldn’t be
criticized heavily for that, it should be praised. The book is probably a tutorial format rather
than a how-to format because it already assumes you have your own processed and
knowledge about how to work with UDK. I
own other volumes on editing in Unreal and UDK they all are a ‘start here’
volume intended for beginners and training them up to an immediate state. The fact that ‘Mastering UDK’ is not for
beginners is what makes its content so effective and the volume so unique; it
is not a reference for starting from the beginning, it is a set of tools to add
to an already established foundation.
The focus of the book is a double-edged sword though because if you
aren’t interested in using any of the demos in a project then it really isn’t
worth owning, especially due to a moderately high price of $44.99 (US) for 273
pages. With that said, I personally
found the content very interesting and worth the purchase price simply because
I wouldn’t otherwise know how to create a custom user interface (Chapter 4) or
how to build a Starfox-style shooter (Chapter 2, Chapter 3).
In the end, ‘Mastering UDK Game Development’ is a solid
reference for how to accomplish very specific and common gameplay elements in
UDK. While it falters with some clarity
and generally tends show rather than teach, the content within could be
extremely useful to many intermediate to advanced developers. Given the $44.99 (US) price, my
recommendation is to go to http://www.packtpub.com/mastering-udk-game-development/book and look over the Table of Contents
and ‘What you will learn from this book’ sections which both provide a solid
overview of the content within. If you
are interested in any of the items listed there, pick up a copy.
Score: 3.5 / 5
PROS
|
CONS
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Great project ideas make chapters
interesting
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Omits steps; can be unclear
|
Targets intermediate/advanced UDK
users
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Doesn’t teach, prefers tutorial format
over how-to format
|
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Limited use outside chapter projects
|