This book centers on programming.All of the program examples involve the actions within a map (or level), so you can readily expand on the programs you create during the course of this book to modify the game. This book focuses on the creation of programs using UnrealScript. The programs are often made fairly long and involved so that you have a chance to more fully explore the syntax of UnrealScript and the principles and practices of object-oriented programming. This book is centered on beginning examples of programming, so if you are seeking both an introduction to programming and an introduction to using the Unreal Level Editor, you are likely to find useful information. All programs in this book involve working with the Unreal Level Editor.
If you have been working with UnrealScript on an experimental basis and already know how to do the things this book illustrates, you might still benefit from the book if you have not studied the game or programming in a formal way. This book uses software engineering terms to talk about the activities you undertake as you program through the Unreal Level Editor. It helps you learn technical terms for the actions you perform as you work with the Unreal Tournament class hierarchy. Such terms can prove helpful as you expand your knowledge of the game engine into contexts in which people educated as software engineers or computer scientists lead the discussion.
All the programs involve extending the Actor class or its subclasses. In several instances, you create classes that augment the visible objects. You use these on the basis of association to supplement the actions of objects used directly in the game. Some of these classes, such as the Math class, are purely for illustration. You program and make them work. Others, such as the Story class provide functionality that you might actually take into the maps.