I’ve been on the cutting edge of all things UDK for over two years now, so you’d think that when iOS integration came in I’d be all over it. Well…no. Maybe it was the principle of the thing that held me back — I mean, the awesome power of Unreal Engine stooping to the low graphical standards of mobile devices? I shudder at the thought.
But then I made this video, and a short while later this happened:
And it got me thinking. The game in question has extremely simple controls and not a lot of story to it: perfect for a $1.99 app store game. So last week I decided to test the mobile waters. For anyone who’s thinking about going to the mobile side of UDK, here are a few things I’ve found:
- Input is very intuitive, albeit a bit verbose. You have to define each button in config files and initialize them in code. I like to make “blanket buttons” the size of the screen when input isn’t a big issue to save time.
- Since Apple is retarded and doesn’t like Flash, we’re stuck with the old UE3 Canvas system. Which isn’t so bad when you think about it.
- Pretty much everything needs to be “mobile-ized”. Textures have to be prepped for mobile, music set with backup .mp3 versions, etc. A bit of extra work, but you can also make bad-looking textures and get away with it.
- You can delete the entire UTGame and UTGameContent source folders, as well as all the UTGame assets, right away! Hooray!
- UDK Remote is a total piece of crap. Either that or my Internet really sucks. Either way, it should not take 2 hours to set it up to run a game remotely.
- Before doing anything, download a test of your game to your iOS device and try it out. You will be surprised how bad it looks. Go back and fix stuff. Repeat. It’s annoying as hell, but hopefully worth it in the end.
That’s it for now. More later!