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LATEST POSTS

UDK: How to Add Functinality to Bots - Part 2/3


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

Once we have our initial Bot set up we can add more functionality to him. We will keep replenishing his health if the player hits the Bot until the player picks up a rocket launcher and kills the Bot with a direct hit. We will also make it so that the Bot cannot pick up the rocket launcher and if he does, take it away from him and replace it with the default weapon.

In this added Bot functionality video you'll learn:

  • Check if the Bot is alive
  • Get the Bot health
  • Subtract the health property from the Bots overall health
  • Heal the Bot in a looping sequence
  • Take the Rocket Launcher away from the Bot if he tries to pick it up
  • Add a Rocket Launcher to the scene.

Continue Reading/Watching...

March 26, 2012
Category: UDK

 

UDK: How to Spawn Bots in Kismet - Part 1/3


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

Spawning a Bot in Kismet will cover how to spawn a Bot and allow him to navigate around the level. He will also be able to detect where the player is and then shoot at him if he is in view.

In this basic Bot video you'll learn:

  • Spawning a Bot in Kismet
  • Set up the properties of the Bot
  • Use traces and firing actions to detect and shoot the player
  • Use move actions to navigate the level

Continue Reading/Watching...

March 26, 2012
Category: UDK

 

UDK: How to Trigger Material Instances


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

In this Material Instance tutorial you will learn what a MI is and also how to use it in Kismet.

In this Materials Instance video you'll learn:

  • What is a Material Instance
  • How to set up a Material to create an instance
  • What a Material Instance Actor is
  • How to add MI Actor to Matinee along with Material track

Continue Reading/Watching...

March 19, 2012
Category: UDK

 

UDK: How to Pick Up and Place Items


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

In this pickup tutorial we will learn how to pick up and place items with use triggers and sound. We will also learn how to count how many items have been placed and fire off an event from that i.e. opening a door.

In this Pickups video you'll learn:

  • How to add pickups
  • Translucent materials
  • Play sounds on event.
  • Disable/Enable triggers
  • Use counter to trigger an event

Continue Reading/Watching...

March 19, 2012
Category: UDK

 

UDK: Moving Doors


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

Moving doors using Matinee will cover basic to more advanced setups of how to open doors in Kismet using triggers and camera actors.

In this Moving Doors video you'll learn:

  • How to add a mover (interpactor) to your scene
  • How to use Trigger Volumes and Use Triggers
  • How to add a camera into Matinee and a director track
  • How to Log information
  • How to use a looping switch

Continue Reading/Watching...

March 14, 2012
Category: UDK

 

UDK: Introduction to Kismet


Following article was written and contributed by Pete Bottomley.
Pete is a co-founder of White Paper Games.

Kismet introduction covers what Kismet is and how you can apply it to your game designs. In this video we will cover what events, actions, conditions and variables are. We will also do a basic set up to allow you to change the camera from first person view to any view you wish through Kismet.

In this Kismet Introduction video you'll learn:

  • What Kismet is
  • How Kismet is used in your game environment
  • How to add actors from the actor classes tab into your scene
  • Alter the camera position from first person to whatever camera style you wish using Kismet

Continue Reading/Watching...

March 13, 2012
Category: UDK

 

Storytelling LevelDesign Challenge #2 Final Top 5 and Winner


Storytelling Level Design Challenge 2 top 5 final work. After much deliberation we have decided on the final winner of the challenge.

We anonymously agreed on the first place but we had hard time picking 2nd and 3rd place. So we decided to make one top winner and the rest four entries were runner ups.

All entries receive notes from us of what each entry did well and take always for each designer. We hope that the notes will help to improve your work. All notes are a compilation from me, Keith, Smog and Warren.

Thank you to all who participated making the challenge a success as well as to Keith, Smog and Warren.

Continue Reading/Watching...

March 02, 2012
Category: Level Design Challenges

 

Storytelling LevelDesign Challenge #2 Final Work/Voting


Storytelling Level Design Challenge 2 is been wrapped. We finished off with 10 final entries. Few entries started later in the process and suprised me with big finishes.

Thank you for all who participated. I hope you had fun.

Following blog post is all 10 final entries. Registered members please vote for your favorite top 3.

Continue Reading...

February 20, 2012
Category: Level Design Challenges

 

UDK: How to Set Up vCTF Gametype


The following tutorial we will set up vCTF gametype, which will make the game playable in regular capture the flag and/or vehicle capture the flag. Make sure you have the following gameplay entities inside your map: Player Starts, PathNodes, Weapons, Items, Vehicles (optional), JumpPads.

Continue Reading/Watching...

February 12, 2012
Category: UDK

 

UDK: How to Set Up DM and TDM Gametype


The following tutorial we will set up Deathmatch and TeamDeathmatch gametypes. Make sure you have the following gameplay entities inside your map: Player Starts, PathNodes, Weapons, Items, Vehicles (optional), JumpPads.

Continue Reading/Watching...

February 10, 2012
Category: UDK

 

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