Hi everyone!
I've been browsing about on this forum, checking out various interresting topics here and there and I'm amazed by the ammount of creativity I've seen. I notice all theese awesome projects you guys got going on here and seeing them is inspiring.
Now, I've only been a member here for a few days now and this is my first post. That said, I've only tinkered a little with a few Dungeon Defenders levels so I'm pretty much all new to UDK and I don't have much earlier experience as far as game development is concerned.
A couple of years ago I survived a "3d game" guide for a program (I think was) called 'game maker', and after that, I made an unfinished, simple 2d, somewhat, mario-style platform-game with one level. Aside from making a few rather unfinished levels for Quake 1 in the Qoole level editor, that would be it as far as my experience in game design is concerned. That's it, this is where I come from.
However, being a gamer, I've got quite a few good ideas on cool game mechanics for an FPS-game, so I've been checking up on different engines to try out. From what I've read and seen, everything seems to point towards the UDK.
I've been followed out the 'Master Guide' and the 'Starter Guide' here on the forums, and I even downloaded the UDK-2009-11-2 version and translated them to the present version in order to gain more understanding from theese guides.
I can import my own meshes, textures, sounds and other game content to the UDK editor. I have a fairly good idea on how to do theese sort of things. This would be great to me if I had a "blank file" to work with, or a very simple template to build upon.
Forgive my lack of knowledge, but with UDK I have a fully functional Unreal Tournament Demo to build upon (and that alone), meaning there are all theese completely overwhelming scripts about all sorts of things.
I don't mean to make 'UDK's relation to 'Unreal Tournament' sound like it's comparable to 'Creation Kit's relation with 'Skyrim', I'm just saying that very, very much complex Unreal-specific coding is woven pretty tightly to the fresh installation of UDK. Even if the 'U' in UDK stands for Unreal, the UDK, clearly, is perfect for stand-alone-projects other than maps and additional content for 'Unreal Tournament'.
In fact, the UDK is advertized to be one of the very best engines to build totally new games upon and I wouldn't disagree. Still, this is where I get puzzled. :O
I'd just love if there'd be a simpler, more basic gamecode to analyze and gain understanding from.
You see... I think that most of the 'beginner-guides' are spot-on when it comes to modifying existing Unreal Tournament content. I've made walls that break and cloth that rips when fired upon, and I've used the matine to make a model move, animated, across a plane, and such etc. etc..
Honnestly, there are plenty of very useful and cool, greatly detailed and well explained tutorials/guides around theese kind of things.
From the prespective of modding and/or creating additional Unreal game content - they're really great "know-hows", and it's lovely to see how easy it can be done.
However, from another point of view, this is merely manipulating things that will be useful at later stages in game development.
-When leveldesign becomes relevant, that is. And I feel that the first things needs to come first, you know. Back to basics. Like the bits of code that decides how the characters movement is handeled.
So, being locked on to the roots of game design, I've browsed around to find a good startingpoint. At this point, I'd be very pleased if I could manage to get a basic thing like simple WASD controls, a simple jump button and a mouselook and call that my game to work with and to build upon.
Regarding the codes from Unreal - I find it very hard being absolutley inexperienced, trying to do some reverse-engineering on such complex gamecodes. For example, finding out how to remove or alter a thing like the 'double jump' when there are thousands of codes regarding moving the player around, knee deep in speedhack prevention checks and such... it is sooo hard because there's sooo much coding.
I don't mean UDK should be a picnic for anyone to learn over a weekend, I'm just new and know very little.
I hope I don't sound doumb saying this but.. I for one, would rather have something somewhat basic to build upon, than something very complicated to backwards-engineer. In other words; I'd like to think "How do I do this?" rather than "God, what is all this??". At least that's my impression.
That said, I'm not specificly asking for an 'easy-to-use-FPS-template' to be handed out, no, there probably won't ever be a guide like "5 simple steps to make the prefect FPS-game". I'm just vastly, much more curious about first - creating the basics of a freshly new game of my own,, rather than tinkering with the details of an already finished product like Unreal Tournament. (God I have a massive headache at the moment. xD )
Please, forgive me for sounding cynical, and, for being puzzled enough to raise questions like this.
Anyway, we are all here to learn and we have all been newbies at one point. Helping souls are very welcome to lead me on to the right direction.
Thanks! And Cheers!
Notes: I never ment this post to be a long one (especially since I struggle with my English writing).And I've looked pretty much everywhere on the subject and I appologize if there's something I haven't found. So, to mods and admins: If a this subject has already been posted and answared elsewhere, or, should it in any way be unnecessary, feel free to delete or modify it. If so, a PM perhaps with a link would be greatly appreciated.





Reply With Quote




Bookmarks