Build Your Own First Person Shooter / Survival Game in Unity
Build Your Own First Person Shooter / Survival Game in Unity, available at $69.99, has an average rating of 3.35, with 77 lectures, based on 2344 reviews, and has 23685 subscribers.
You will learn about Develop a robust and extensible artificial intelligence system that syncs with characters' animations Use state machine behaviors and animation curves to drive game logic Design smart NPCs (non-player characters) that interact with their world in realistic ways Understand fundamental game AI concepts like envionement navigation, pathfinding, A*, state machines, animation state machines, etc. Import and animate multiple characters in less time with animation re-targeting Use ragdoll physics to support body part specific damage along with more realistic death animations (and re-animations) Implement screen effects that indicate player damage during attacks Identify and prepare assets, models, and animations for your game Learn how to use Unity's Mecanim system in conjunction with root motion animation and navigation mesh based pathfinding. This course is ideal for individuals who are This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre. or Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on. It is particularly useful for This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre. or Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on. .
Enroll now: Build Your Own First Person Shooter / Survival Game in Unity
Summary
Title: Build Your Own First Person Shooter / Survival Game in Unity
Price: $69.99
Average Rating: 3.35
Number of Lectures: 77
Number of Published Lectures: 77
Number of Curriculum Items: 77
Number of Published Curriculum Objects: 77
Original Price: $189.99
Quality Status: approved
Status: Live
What You Will Learn
- Develop a robust and extensible artificial intelligence system that syncs with characters' animations
- Use state machine behaviors and animation curves to drive game logic
- Design smart NPCs (non-player characters) that interact with their world in realistic ways
- Understand fundamental game AI concepts like envionement navigation, pathfinding, A*, state machines, animation state machines, etc.
- Import and animate multiple characters in less time with animation re-targeting
- Use ragdoll physics to support body part specific damage along with more realistic death animations (and re-animations)
- Implement screen effects that indicate player damage during attacks
- Identify and prepare assets, models, and animations for your game
- Learn how to use Unity's Mecanim system in conjunction with root motion animation and navigation mesh based pathfinding.
Who Should Attend
- This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre.
- Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on.
Target Audiences
- This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre.
- Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on.
Whether you’d like to create your own sci-fi or first person military shooter, third person action adventure, or even a role playing game, this Udemy course series provides the training you are looking for. Starting from a blank screen, we’ll build all of the systems, together, step-by-step for a game called Dead Earth.
Dead Earth is a commercial grade, first-person, action-survival game set in the modern post-apocalypse. As mankind’s last hope,you’ll traverse a fallen world ravaged by a lethal plague. The game presents players with a variety of dangerous environments where the fight for survival gets progressively more difficult as the story unfolds. The infection has manifested in a variety of terrifying ways, so you’ll face a varied set of enemies — from enraged humanoids to total mutations whose origins are not fully understood.
In this first course, we’ll setup our project and start populating the world. You’ll learn how to create smart AI characters that think strategically and realistically navigate their environment, all while avoiding obstacles and pursuing the goals that you give them.
You’ll also learn how to tie the physics and animation systems together with the behaviors and states of your in-game characters. This will enable them to interact with their world and with the player physically and visually correctly.
You’ll learn how and when to integrate ragdoll physics with the animation system to offer body part specific damage and more realistic death animations. You’ll even learn how to transition between ragdoll and standard animation systems as we reanimate zombies and other characters that are down, but not out.
Along the way we’ll discuss in detail concepts like A*, pathfinding and navigation, state machines, animation state machines, and much, much more. By the time we’re done, you’ll be able to fill your own worlds with noble companions, background characters, and deadly enemies that bring your games to life!
Over the totality of this course series you’ll build the full game from the ground up. You’ll learn how to:
- Use state machine behaviors and animation curves to drive game logic.
- Create your own missions that chain together different series of game events, unlock additional items and uncover new areas of the world.
- Develop a complete first person arms/weapons management system with melee and ranged weapon support.
- Dive deep into the development of a robust and extensible artificial intelligence system that syncs with your characters’ animations.
- Design smart NPCs for your game who can interact with their world in very realistic ways.
- Build an in-game inventory system for players to manage their weapons, ammo, health boosters, mission items, and more.
- Assemble fully interactive worlds with working doors, elevators, cabinets and drawers.
- Learn how to use scripted events to drive your story line forward.
- Understand fundamental concepts in the field of game AI, like navigation and path-finding, state machines, animation state machines, and more.
- Find out how to import and animate multiple characters in less time using humanoid re-targeting
- Create custom interfaces for health bars, ammo, inventory items, and more.
- Develop your own audio log system for delivering storytelling elements.
- Use a combination of Umbra and custom technology to accelerate real-time lighting and shadows in graphics intensive scenes.
Course Curriculum
Chapter 1: Start Here
Lecture 1: Introduction
Lecture 2: Project Setup
Lecture 3: Navigation and Pathfinding I
Lecture 4: Navigation and Pathfinding II
Lecture 5: Navigation and Pathfinding III
Lecture 6: Navigation and Pathfinding IV
Lecture 7: Navigation and Pathfinding V
Lecture 8: Navigation and Pathfinding VI
Lecture 9: Navigation and Pathfinding VII
Lecture 10: Asset Preparation I
Lecture 11: Humanoid Retargeting
Lecture 12: Animation State Machines
Lecture 13: Mecanim with Navigation
Lecture 14: Asset Preparation II
Lecture 15: AI System I
Lecture 16: AI System II
Lecture 17: AI System III
Lecture 18: AI System IV
Lecture 19: AI System V
Lecture 20: The Idle State
Lecture 21: The Patrol State
Lecture 22: The Alerted State
Lecture 23: The Pursuit State
Lecture 24: The Feeding State I
Lecture 25: The Feeding State II
Lecture 26: The FPS Controller I
Lecture 27: The FPS Controller II
Lecture 28: The Attack System I
Lecture 29: The Attack System II
Lecture 30: Player Damage Screen Effect I
Lecture 31: Player Damage Screen Effect II
Lecture 32: Ragdoll Physics
Lecture 33: The Damage System I
Lecture 34: The Damage System II
Lecture 35: Ragdoll Reanimation I
Lecture 36: Ragdoll Reanimation II
Lecture 37: Injured / Damaged Zombies
Lecture 38: Zombie Body Damage
Lecture 39: Zombie Player Awareness
Lecture 40: Adding Multiple Zombies
Lecture 41: Screaming Zombies
Lecture 42: AI Final Tweaks and Fixes
Lecture 43: Scripting the Audio Mixer
Lecture 44: Creating an Audio Pooling System
Lecture 45: Audio Collections with Scriptable Objects
Lecture 46: The Zombie Sound System I
Lecture 47: The Zombie Sound System II
Lecture 48: The Zombie Sound System III
Lecture 49: The Zombie Sound System IV
Lecture 50: Player Damage and Pain Sounds
Lecture 51: The Stamina System and HUD (Creeper 001)
Lecture 52: The Interactive Item Framework (Creeper 002)
Lecture 53: The Elevator Sequence (Creeper 003)
Lecture 54: Constructing Gameplay Elements (Creeper 004)
Lecture 55: The Generic Switch Trigger (Creeper 005)
Lecture 56: Deactivating Lockdown (Creeper 006)
Lecture 57: Spawning the Access Code (Creeper 007)
Lecture 58: Completing Creeper (Creeper 008)
Lecture 59: The Interactive Door System I
Lecture 60: The Interactive Door System II
Lecture 61: The Interactive Door System III
Lecture 62: Making Our Scene Interactive
Lecture 63: Heads Up Display I
Lecture 64: Heads Up Display II
Lecture 65: Player Inventory UI I
Lecture 66: Player Inventory UI II
Lecture 67: Player Inventory UI III
Lecture 68: Inventory System I
Lecture 69: Inventory System II
Lecture 70: Inventory System III
Lecture 71: Inventory System IV
Lecture 72: Inventory System V
Lecture 73: Inventory System VI
Lecture 74: Inventory System VII
Lecture 75: The PDA System I
Lecture 76: The PDA System II
Lecture 77: Dead Earth Part III Preview
Instructors
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Game Institute Inc.
Game Development Training, Accreditation, Certification
Rating Distribution
- 1 stars: 78 votes
- 2 stars: 44 votes
- 3 stars: 140 votes
- 4 stars: 575 votes
- 5 stars: 1506 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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