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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

152<br />

U L T I M A T E G A M E D E S I G N<br />

The Unreal engine is a good solution because it’s a robust, multigenerational engine<br />

with strong <strong>game</strong> community support. Unreal technology offers a complete engine code<br />

base and toolset for <strong>game</strong> development. Publishers/developers license or pay for the<br />

use of the engine technology to build their <strong>game</strong>s, which saves engine development<br />

costs and, in most cases, greatly shortens the time required to produce competitive<br />

<strong>game</strong> content.<br />

Like I’ve said before, you can have a decent <strong>game</strong> engine with no tools pipeline, or<br />

no tools support, and end up with a very limited ability to build in great <strong>game</strong>play.<br />

The Unreal engine helps deliver in this area as well, with a detailed and powerful<br />

tools system that gets better with each new engine generation.<br />

In the context of our look at using triggers in this chapter to build <strong>game</strong>play, let’s<br />

take a quick look at how the Unreal engine handles these events. Figure 6-6 shows the<br />

power of the Unreal editor in setting up basic trigger properties in a clean and powerful<br />

way. In this case, we are setting the type of actor (pawn) that will trip a proximity<br />

trigger (TriggerType = TT_ClassProximity). So, any actor of type “pawn” will trip<br />

this trigger. Notice all the other property and configuration choices available to the<br />

content builder via this tool.<br />

As you explore the various engines available for commercial <strong>game</strong> development, it<br />

becomes obvious that some have much more extensive abilities to accomplish<br />

<strong>game</strong>play construction available via their tools and scripting systems. This is perhaps<br />

one of the most important areas to consider when choosing a <strong>game</strong> engine technology.<br />

FIGURE 6-6<br />

Setting trigger properties in UnrealEd

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