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_Big_Mac_
11-07-2009, 04:33 PM
Hi
I want to prototype a game mechanic regarding fighting with a sword.
I've got word of the release of UDK and it seems great for prototyping ideas but there's no centralized tutorial, a single "Dev guide" pdf and I'm confused by all the tools and features...

So, my question is: what should I learn about first? Unreal editor? Unreal script? Some other tools?

Here's a quick list of what I need and do not need.
Needs:
- The character's upper body will be an "active ragdoll", animated by physical inputs generated by mouse, something like this (http://img.photobucket.com/albums/v26/_Big_Mac_/dev/swordguy2.jpg), so a custom definition of the character's actor I guess
- A configurable TPP camera
- Custom HUD and animated crosshair (at least I'd benefit from them)
- PhysX debugging/visualization would be great

Not a concern:
- Cool levels (an empty box of an arena will do for now)
- Models, graphics, textures (an ugly skeleton made of pipes is fine)
- Triggers, events, level scripting
- Lower body animation (not critical for the sword mechanics right now)

Further plans for this prototype:
- LAN networking to test the mechanics in simple multiplayer

Up until now I've been working with my simple engine powered by PhysX and Ogre3D but as work went on I had more and more issues with some flawed design decisions and lack of extensibility (hey, it's was first 3d engine! ;) ). Since UE3 uses PhysX as well, and physical animation is a key concern here, this seems like a good idea.

So, where to start to get my prototyping going?

Also, in terms of controlling the character, we're not limited to PhysX's character controllers right? Can we use any kind of construct to represent the player's avatar?