Wednesday 18 May 2011

UDK Mutator Tutorial - For us UCS first years who can't use Chris' tutorial

Hey guys, it's me again with a random blog post, this time this is purely for my classmates at Uni to use to help them create UDK Mutators. Hope this helps guys ;)
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Adam’s Mutator Tutorial that is miles better than Chris’

Step 1: Finding the Development folder
The first thing that you have to do is go to ‘My Computer’ and then ‘Local Disc (C:)’ in this there should be a folder called ‘UDK’. In this folder go into ‘UDK <Latest date>’ (Note: It won’t say latest date, it will most likely be 2011-01-03) and finally in this folder there is one called Development – this is the first folder we need to be in.

Step 2: Create your folders
Easy enough, in this Development folder make a new folder and name it after yourself (for example, I would make a folder called ‘Adam’). Once you have made this folder, open it and then make a  folder inside it called ‘Classes’ – it is in this folder that we will make our Mutator files later on.

Step 3: Changing existing file number 1
Now that the folders are set up, go back to the folder that is called ‘UDK<latest date>’ and in this folder go into the folder called ‘UDKGame’ and then finally in this folder go into the one called ‘Config’. In this folder open the file that is called ‘DefaultEditorUDK.ini’ – it should open in notepad. A few lines down the text pad you should see a block of text with the following 3 lines of text:-
[ModPackages]
ModPackagesInPath=..\..\UDKGame\Src
ModOutputDir=..\..\UDKGame\Unpublished\CookedPC\Script

Chance the second line of text so that it says ‘ModPackagesInPath=..\..\Development\Src’ and then, under the whole block of text add a line of text which says ‘ModPackages=<YourName>’ and then change the <YourName> part so that it is the same as the folder you made with your name (for example, in my case it would be ModPackages=Adam). You should now have a block of text that looks like so:-
[ModPackages]
ModPackagesInPath=..\..\Development\Src
ModOutputDir=..\..\UDKGame\Unpublished\CookedPC\Script
ModPackages=<YourName>

After this save and close the file.

Step 4: Changing existing file number 2
In the same folder we are already in, find a file called ‘DefaultEngine.ini’ and open that as you did the previous file. Find a block of text a few lines down that looks as follows:-
            [UnrealEd.EditorEngine]
            Other lines that start with ‘+EditPackages’

No lines of this need to be changed but you need to add a line to the bottom of this block of text which says ‘ModEditPackages=<YourName>’, changing the <YourName> part to the folder you created with your name (in my case it would be ‘ModEditPackages=Adam’). You should now have a block of text that looks like so:-
[UnrealEd.EditorEngine]
            Other lines that start with ‘+EditPackages’
            ModEditPackages=<YourName>

After this, save and close this file.


Step 5: Adding your Mutator file and information
Right-click in the folder and go to New and create a new text document. Make the name of this file ‘UDK<YourName>.ini’ changing <YourName> to the folder you created with your name (so mine would be ‘UDKAdam.ini’). A message come up about changing the file extension, click on yes when this comes up. Open this file and type in the following line of text, replacing where it says your name with… you get the idea by now:-
[UTMutator_SuperRegen UTUIDataProvider_Mutator]
ClassName=<YourName>.UTMutator_SuperRegen
FriendlyName=Health Mutator
Description=This is my Health Mutator (<YourName>)

After this save and close the file.

Step 6: Writing the Script for the Pawn (player)
In this step I will literally copy and paste the script to make the Mutator, if you want an explanation of what each line does just look at Chris’ tutorial as the explanations are correct. Anyways, go back to the folder you made with your name and go to the classes folder inside it (this should be back 2 folders and then in Development, then Src). Inside the classes folder, right-click and make a new Text Document and call it ‘UTPawn_SuperRegen.uc’ selecting yes when the file extension message pops up.

Open this new file; you will most likely have to choose to open it with notepad when doing this for the first time. Then copy the following lines of script in the EXACT format it appears below:-

class UTPawn_SuperRegen extends UTPawn;

var int RegenPerSecond;

simulated function PostBeginPlay()
{
// call the parents version of this function
Super.PostBeginPlay();

SetTimer(1.0, true);
}

function Timer()
{
if ( Controller.IsA(‘PlayerController’) && !IsInPain() && Health < SuperHealthMax)
{
Health = Min(Health+RegenPerSecond, SuperHealthMax);
}
}

defaultproperties
{
RegenPerSecond = 10
}

After this save and close the file.

Note: If you are copying and pasting this code, delete and re-type the apostrophes (‘) around PlayerController as UDK is fussy about them.



Step 7: Writing the Script that implements your Mutator into the game itself
Same as before, if you want to understand the code look at Chris’ tutorial. Make another text document, this time call it ‘UTMutator_SuperRegen.uc’. Open it and type the following lines of text:-

class UTMutator_SuperRegen extends UTMutator;

simulated function PostBeginPlay()
{
// call the parents version of this function
Super.PostBeginPlay();

WorldInfo.Game.DefaultPawnClass = class’<YourName>.UTPawn_SuperRegen’;
}

defaultproperties
{
GroupNames[0] = “PLAYERMOD”
}

As usual, replace <YourName> with the name of the folder you made with your name, after this save and close the file.

Note: If you are copying and pasting this code, delete and re-type the apostrophes (‘) around <YourName>.UTPawn_SuperRegen as UDK is fussy about them as well as deleteing and re-typing the speech marks (“) around PLAYERMOD.

Step 8: Compiling the Script
Close all your folders. Click on Start, and then go to ‘All Programs’, ‘Unreal Development Kit’, <Most recent date folder> (probably 2011-01-03), ‘Tools’ and then load ‘Unreal Frontend’. When this is open, make sure that you have clicked on UDK DM-Deck on the 3 choice below where the start button is (it’s the only one that doesn’t have MobileGame in its description) and then click on the drop-down arrow under Start in the top-right hand corner and click on ‘Start:Rebuild Script’.

After this you should (fingers crossed) have no errors and your script will be rebuilt with your Mutator added. This is the most temperamental part of the whole process so if you get errors make sure everything is as setup as detailed above and failing that, summon Chris to check it all…

After this UDK should automatically load up.

Step 9: Checking the Mutator works
Once UDK has loaded up, choose ‘Instant Action’ and then under ‘Mutators’ you should see your Mutator called ‘Health Mutator’. Enable it and then start a game. If its worked you should be getting +10 Health every second and you are done… unless you wish to make your own personal Mutator or whatever. If it hasn’t worked then check the 2 files of code are both EXACTLY correct and then failing that call Chris again…

You are now done but carry on reading if you want to know little changes you can make, such as changing the name and description of your Mutator and a link to a page with some variable you may wish to add to your Mutator to change them.



Step 10: Little Extras
  1. To change the name and description of your Mutator open up the UDK<YourName>.ini file you made in ‘UDKGame’ and then ‘Config’. The ‘FriendlyName’ line is the one that determines the name of your Mutator and the ‘Description’ one changes the description.
  2. Visit http://wiki.beyondunreal.com/UE3:Pawn_internal_variables_%28UDK%29 for a list of variable that you can put into your script and change if you wish. The file you need to put them in is the ‘UTPawn_SuperRegen.uc’ file that is located in the folder with your name. This is mostly trial and error work getting it to work so its down to you.
Step 11: Submiting the work
When handing in the work all you need to put onto a USB or CD to submit it are the following 4 files:-
  1. The file called UTMutator_SuperRegen.uc located in the folder with your name.
  2. The file called UTPawn_SuperRegen.uc located in the folder with your name.
  3. The file called UDK<YourName>.ini located in the UDKGame Config folder.
  4. The file called <YourName>.u located in the following folder Local Disc (C:) -> UDK -> UDK<LatestDate> -> UDKGame -> Script.
And that is everything – it’s in your hands now. Any help needed ask me if I’m about or over Facebook or whatever if I'm online or ask Chris if he’s there.

BigAd
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So yea, 'til next time - that's all folks!

Thursday 5 May 2011

Actually, it's not quite the end yet - there's one last blog post... just for me...

Contrary to the previous blog posts title, this is actually my last blog... just a quick note to say bye...

As mentioned this my last blog post of this year of Uni... I have actually enjoyed writing this blog, I don't know exactly why but compared to most people on my course I have never had a trouble getting the motivation to do it - no disrespect to them, I can understand why they haven't and its not for everyone to write down stuff for others to read. I hope that anyone who has cared to look at my blog over this year has found it interesting, fun, insightful or, in some cases, helpful.

With this, as it is my last Uni blog for the year, I would like to say thanks those that have made this first year on Games Design an enjoyable one:- Jackjak, Tom, Matty, Scott, Joe, Luke, Mike, Steve, Phil, Alex, Nic, Kayleigh and Rob... Thanks guys, looking forward to the next 2 years of Games Design with you all :D

Anyways, this time it truly is me signing off for the year... 'til next time - that's all folks!

And so the blogs of my first year of Uni come to an end... onto films!

Tomorrow is the day that the work on my blog is taken away and marked for academic purposes and as a result this is going to be my last blog post from my first year of Uni... it's hard to think that in  just over 2 weeks my entire university course first year will be over... it's been such a fun time and have met some awesome people though doing so...

Anyways, as my year one farewell has pretty much been said, onto my final blog post which is one that based on films... I am doing this as I thought I had done one on films but it turns out I haven't - I've done music and TV (Monty Python in particular) and so onto films we go. In a similar manner to my friend Matthew who is on my course too I thought I would do a series of top 10 or top 5 films of various types. I will explain at the end of each type why I like the number 1 film of that category the most... just because I can... so without further delay lets go on.

Top 5 Action Films
  1. Underworld
  2. Sin City
  3. Equilibrium
  4. The Matrix Reloaded
  5.  Face/Off
Underworld is possibly my favourite film ever... while I admit it is flawed in certain areas I just can't help but love it to death. It is the film the propelled my love of Vampires to new levels until I became a Vampire fanatic. It is a brilliant action film about the war between vampires and werewolves (or Lycans as they are called) starring Kate Beckinsale as the Heroine 'Selene' (in a nice leather outfit I might add ;)... anyway...) - it has awesome action scenes, an interesting plot and storyline... it is an epic film.

 Top 5 Comedy Films
  1. Hot Fuzz
  2. Dodgeball
  3. Anchorman
  4. The Mask
  5. Dogma
Hot Fuzz is like the ultimate comedy film. Starring Simon Pegg and Nick Frost and being the second in their Blood and Ice-Cream trilogy along with director Edgar Wright it is a comedy film about the police service and the mysterious murders going on in a supposedly quiet rural town. It is very well written and is just a joy to watch, plus at the end an epic amount of action is projected into the mix making the film just superb.

Top 5 Comic Book/Superhero Films
  1. Kick-Ass
  2. Blade
  3. X-Men: The Last Stand
  4. Spider-Man
  5. Scott Pilgrim Vs. The World
Kick-Ass is a film based off the comic series of the same name made by Mark miller and John Romita Jr. It is a comic series notorious for its violence, language and, in-particular, it's young child assassin Hit-Girl. The film of the comic was developed alongside the comic and is a very faithful adaptation that changes the story in certain places but only to make it work on film. The film mixes a great amount of comedy and action to create an excellent film... and failing that you get to watch Chloe Moretz as Hit-Girl which is just pure epicness in a can.

Top 3 'Epic' Films
  1. Lord of the Rings: The Return of the King
  2. Avatar
  3. Gladiator
Epic films are often a great mixture of many things but ultimately they are lengthy films that focus on the story and the events of what it was that took place. They provide a great sense of drama and are good at making you feel and believe in what you are seeing, immersing you in the world even if it is fantasy. Lord of the rings does this better than any film I've ever watched, closely followed by Avatar - you believe you are in Middle-Earth undertaking the journey with Frodo... The only reason I picked top 3 here is because, due to the nature of the films, I haven't seen many of them.

Top 5 James Bond Films
  1. Goldeneye
  2. License to Kill
  3. Live and Let Die
  4. Moonraker
  5. The World is not Enough
The James Bond franchise has 22 films in it now and, being a massive James Bond film fan, it would shameful not to include them in their own top 10. Goldeneye was my first experience with James  Bond and for that alone it will hold its own place in my heart, but above that it had some of the best villains in a bond films and it introduced Pierce Brosnan to the world of James Bond and he is, in my opinion, the best James Bond of them all.

Top 5 'Other' Films
  1. Pulp Fiction
  2. Fight Club
  3. Reservoir Dogs
  4. Crouching Tiger, Hidden Dragon
  5. Harry Potter and the Prisoner of Azkaban
Other films is just a place for films that are not any genre in-particular (just masterpieces of film-making) or I don't have enough films of that type to make it its own category. Pulp Fiction is regarded by many as one of the best pieces of film-making there is and it easily Quentin Tarantino's best work - no questions asked. It's hard to place your finger on why it is so good... it just is - it is brilliantly unwritten and the way the plot unfolds in Tarantino's mismatched fashion of jumping back and forth across characters makes it a work of art.

Top 5 Horror/Gore Films
  1. Halloween (Original Version)
  2. 28 Days Later
  3. Saw
  4. Wrong Turn
  5. The Ring (Japanese Version)
I do like horror/gore films very much, but due to the nature of them it is hard to pick why I like them or what makes them good films... I guess whatever makes you wince, jump or feel suspense the most is what makes them work. In Halloween, John Carpenter began a film franchise that, over time has steadily declined but began with an epic horror film that made you do all the things mentioned above.. especially all the while as you had the white-faced terror that was Michael Myers chasing after you all the way through to the end... being seemingly indestructible.

Top 5 Game Films/Game Adaptations
  1. Final Fantasy VII: Advent Children
  2. Resident Evil
  3. Doom
  4. Tomb Raider
  5. Pokemon: The First Movie
Game films are known for often not being very good amongst critics... this is for various reasons... a lot of the time I don't see the films as bad films in their own right but not as good as the games on which they are based... guess that's the Games Designer in me though. Its obvious Advent Children would be my favourite Game film given my love of Final Fantasy but despite this I actually believe it is a very good film for numerous reasons. It is a CGI marvel with stunning visuals, it has one of the best cast of voice actors I have ever heard with each person making the characters their own and it actually has some very well done sections of action and dialogue.

Top 10 Films of all Time
  1. Underworld
  2. Kick-Ass
  3. Sin City
  4. Goldeneye
  5. Avatar
  6. The Matrix Reloaded
  7. Pulp Fiction
  8. Blade
  9. Hot Fuzz
  10. Lord of the Ring: Return of the King
So there we have it, my top films of every type that I could think of or care to write about in this blog post... So, anyways, 'til next time - that's all folks!

Tuesday 3 May 2011

Essay Number 2 - Complete FINAL version

This is the last version of my essay that I'm going to put here, I submitted my essay today so this is purely up here in-case anybody fancies a read of the finished article.
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In the making of games, many design issues need to be thought out and considered throughout the games entire production to ensure that the end result is a game that appeals to the right audience. This is true and even more so in the development of educational games, such as the Key Stage 1 game that I am developing as a part of my group project along with others, where the games have to captivate the audience for a purpose other than enjoyment and truly benefit them. This essay will discuss the major design issues that were faced in the making of our game, Circuitry Absurdity, which helps Key Stage 1 children learn about electrical circuits and components within them.

The most important issue that I believe was faced is one that is encountered at the very beginning of the design process which is the game concept itself. When thinking of a game that needs to be educational and fun at the same time you need to make sure that the idea that you come up with is one that can do this, thus the concept becomes a key design issue. Our game of Circuitry Absurdity is a puzzle game that gets children to make circuits as quick as possible by connecting batteries to various components by placing wire pieces around obstacles. This concept is one that allows the game to be educational as it teaches them how circuits work with batteries supplying power to components and can only work when the circuit is complete and it also allows it to be fun by adding elements of puzzle-solving and competitiveness with time-based awards.

The issue of Concept in our game as a design issue was thought out carefully governing all other aspects of our game, it determined the story behind our game that would make it appeal to the audience and the gameplay that would follow. Concept is what makes a game from the ground up with other elements being incorporated based around it. If we hadn’t made our game how we did, it could have resulted in a game that appealed to the wrong audience, no-one at all, or not have any educational merit behind it.

To understand concept is similar to understanding what makes up a game. In the article ‘I have no words I must design: towards a critical vocabulary for games’ by Greg Costikyan (1994) Costikyan establishes the key aspects that make a game summarising it as “An interactive structure of endogenous meaning that requires players to struggle toward a goal.” The concepts for games are based around this premise and try to match up to and/or meet this definition if what a game is. Our concept is one that should do this and also have the added benefit of being educational.

The next major design issue that was faced follows on from the concept of the game which is the aesthetics of the game. How the game looks is a very vital part of making the game appeal and it is something that came up greatly in the making of our Key Stage 1 game. If a game is supposed to be aimed at older audiences a more mature, realistic, gritty art style is more appropriate whereas if the game is aimed at children the art style needs to be cartoony, bright and colourful. In our game we decided to use the cartoon style of Jimmy Neutron as an influence and this decision helped us establish the artistic direction of our game, thereby helped overcome a key design issue.

Once we had an idea of how we wanted our game to look, we had to develop our own style based on this and as one of the artists in the game this design issue was placed heavily in my care. As our game is based on the fixing of toy circuits and showing how electrical power flows from batteries into components, these also influenced the look of the game as circuits and electricity feature heavily. It can therefore be said that the art style of our game is an issue that was overcome due to the drive of our audience and the concept of our game but was also thought out carefully to help as make a good, captivating game.

Our choice to use an already existing artistic style can also be attributed to remediation, something we were taught about as a part of our course. While this knowledge was taught to us after we made the decision, it is a good example of it nonetheless and an example of how it can be very effective. The term of remediation comes from the works of Jay Bolter and Richard Grusin and their article ‘Remediation: Understanding New Media’ (2000). Its uses are many and beneficial as with our game where it helped us realise our art style. Once the art style of our game was established we had to make sure that the look and feel of the game was one that appeals to boys and girls.

The next design issue that came up in the process of making our Key Stage 1 games is the issue of Gender, this links with the art issue as colour and style of the visuals differ between boys and girls. Gender is an important part of designing games as generally speaking boys and girls have different likes and interests and therefore the game needs to be designed in such a way that both of these types of like can be addressed. The main demographic of gaming in general is mostly male but at Key Stage 1 this isn’t the case as much, therefore when designing our game it must clearly suit both genders sufficiently rather than making a game that clearly appeals to males or females.

In our game, to make it appeal to both genders we initially decided to have a male and female option for player characters; however, as we decided to make our game have the child as in the in-game character rather than having an in-game representation we had to think way to make the game appeal to both genders. In the end we decided that the best way to avoid this issue was to make the toys that the child was fixing be a mixture of toys that either boys would like, girls would like or appeal to both. This decision was a quick and easy solution that can easily fix most games and in the case of our game it worked perfectly and saved us lots of work in the long run.

Looking forward to the next design issue that we came across which is mechanics, in regards to gender we came across the issue on which boys and girl learn to play games. In her book, ‘Gender Inclusive Games Design’ (2003) Sheri Graner-Ray states that boys learn to play games with a hands-on approach, jumping straight into the game and playing it whereas girls learn to by playing tutorials or reading through manuals. Therefore, we had to think of a way of teaching children to play our game in an optional manner – so that the boys could skip and just play if they so wished. To do this we included an optional tutorial that would take them through the game, this is how we overcame this design issue and also shows how gender links into the mechanics of gameplay.

As stated, the next design issue that occurs in our game is related to the mechanics of the game and certain gameplay features. In games for younger audiences you must make sure that the game is not too complicated for them compared to an 18+ game where it is safe to assume that all the players of game should be able to get their head around all aspects of the game, albeit with maybe a couple of tutorials outlining the basics. Mechanics is a very large part of making many games and as such I will break it down into 2 sections; menus and interactivity and the core gameplay.

Our game is driven by many different menus and contains text-based narratives detailing wrong moves and how to play the game. As our game is for Key Stage 1 children however, we had to bear in mind that the child may not be able to understand certain words or blocks of text – ultimately the simpler the text, the easier it will be. This issue arose at one key point in the making of our game, particularly the tutorial. Initially we made the tutorial very text based which was easy to follow for us and other people of our age but it turned out in practice that Key Stage 1 children found it difficult to read and it was too long-winded. Thus we had to change our tutorial to one which had more pictures detailing various gameplay aspects and ultimately also included an interactive tutorial where they were taken through the processes of the game. This proved to be more successful and we were able to use this as a building point for the rest of our game, making the game more picture-based than text and as a result making it easier for children to play.

The core gameplay mechanics were easier to work out as we knew the children would have to build a circuit with different tile pieces, however, we needed to make sure that they were able to this and had to be careful with the complexities of the circuits. We also needed to make sure that the time limits on the circuits were suitable, for example, people of our age were able to complete the first level’s circuit in less than 20 seconds but this doesn’t mean Key Stage 1 children will be able to. This proved to be the case as upon doing a play test the times taken were greater, not too long that it seemed they were severely struggling but enough that we knew it needed to be changed.

Mechanics of a game as a whole ultimately lead to fun that is achieved in the end. By this I mean that it is the mechanics of a game that drives the player forward, they see the game through its aesthetics and ultimately they should get fun out of it. This idea of understanding how a consumer gets the most out of games is discussed in the article ‘MDA: A formal approach to games design and games research’ by Robin Hunicke, Marc LeBlanc and Robert Zubek (2004) where it is established that Mechanics lead to the Dynamics of gameplay that is then seen through the visual Aesthetics. In our game we can see that we tried to cover this by setting up a visually appealing game but focused on the mechanics of the game to make sure that the game was fun and enjoyable.

In conclusion, as with any game, we came across numerous design issues and had to overcome them to make our game work. An interesting point to note with these issues is that the aesthetical issues were thought out with reference to other children’s interests and the mechanical issues were overcome by getting the game play tested by the audience. These two ways of getting past design issues are slightly different, but, ultimately both look at what appeals to and works with the audience outside of video games and then applying that knowledge to the development of games.

Design issues cannot simply be overcome with a simple fix and must be thought out carefully with each aspect of the game getting looked at and improved as a separate entity which, together, comes to make a game as good as it can be. These design issues are ones that aren’t specific to our Key Stage 1 game and can be applied to any game and even other mediums, so exploring the design issues faced in this essay can ultimately be greatly beneficial in the future.

Word Count: 1998

References
  • Bolter, J., Grusin, R., (2000), Remediation: Understanding New Media MIT Press.
  • Costikyan, G., (1994), I Have No Words & I Must Design: Toward a Critical Vocabulary for Games, Interactive Fantasy, Issue 2, pp 25.
  • Graner-Ray, S., (2003), Gender Inclusive Games Design, Charles River Media.
  • Hunicke, R., LeBlanc, M., Zubek, R., (2004), MDA: A formal approach to games design and games research, Discovery, Vol. 83, Issue 3.
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'Til next time - that's all folks!