In this Console Commands tutorial we will look at how to use the functionality of console commands in our levels as gameplay elements. We will also look into a few new actions that haven't previously been used.
In this Cinematics tutorial we will show you how to set up your scene ready for a cinematic along with go into all the Kismet actions and events you may need. We will also take a more in-depth look at Matinee how and how use it to power our cinematic.
In this Cinematics video you'll learn:
How to use more features of Matinee
How to use new tracks such as Event, Slowmo and Fade
This tutorial was created to give you a basic understanding of how to use Bools in interesting ways. We've created a setup for a puzzle where we can rotate large wheels into place to get a specific order. This type of setup could be used where you might have images that you have to align in a sequence to fire off an event.
In this Bools video you'll learn:
Game Worlds series is focused on providing you with ideas, inspiration and game screenshot references.
Over a weekend I wanted to play something. I wanted to have an experience, to explore and admire the world without having to worry about enemies, long playing times or leveling up.
I chose Dear Esther to provide that for me.
Dear Esther started off as a mod for Half-Life 2. Then it became a stand-alone downloadable game on Steam. I remember seeing the screenshots of caves chapter and was in awe what Source Engine could pull off.
Dear Esther isn't so much of a game. There are no enemies, no way to die and no objectives. Your character can't even jump. There is only one button mouse to be used, and it zooms in.
Below are screenshots that were taken along my journey in the game.
In the final part to the AI setup we will do a bit of house-keeping to keep things organised and give the player some more direction about what to do in this situation.
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
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
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.
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
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.
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.
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.
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.