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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Toc

Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Leaving a bloody trail


One way to improve the integration of a character into a game is through their footsteps left in snow, sand, or mud, or their wet footprints from stepping in water or, as in this case, a trail of their blood on the ground when they are injured. In this recipe we'll make a sprinkling of blood that spatters on the ground when an injured character is moving. Then when the character dies we'll pool the blood around them. It is customary in games to fade this kind of effect over time to avoid rendering too many particles.

Getting Ready

Open the map Packt_07_BloodTrails_Start.UDK and note that there is already a Kismet sequence set up. If you want an explanation of the functionality here, look to Chapter 4, Got Your Wires Crossed? Everything here is also covered there. We will be adding variables after we make the particle system.

How to do it...

  1. In the content browser, right-click and choose New Particle System, and call it Yourfolder.Cascade.BloodSplatter. In its Required...

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