Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone
Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone, available at $54.99, has an average rating of 4.4, with 75 lectures, based on 42 reviews, and has 435 subscribers.
You will learn about Creating enemy AI behaviours using Blackboards, Behaviour trees and tasks. Sound Implementation. Unreal's particle system; Cascade. Pickups. HUD for radar, ammo count and other useful information. Player stamina system. Animation implementation using locomotion and state machines. Core game loop containing a winning and losing condition. Level construction, collision and lighting. Cached Geometry for unusual animations like a chainsaw. Driving animated textures with Blueprint. Controlling animated textures in particles. Player sprint & slide mechanic. Good old camera shake. Animated texture creation: turning a physics based simulation or animation into a shader for use in-game. Handling game pause events. Blueprint class communication. Manipulating an armature's bone at runtime using inverse kinematics. A reusable mechanic where we have a locked door that requires a specific key to open it. This course is ideal for individuals who are Beginner to intermediate Unreal engine users It is particularly useful for Beginner to intermediate Unreal engine users.
Enroll now: Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone
Summary
Title: Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone
Price: $54.99
Average Rating: 4.4
Number of Lectures: 75
Number of Published Lectures: 75
Number of Curriculum Items: 75
Number of Published Curriculum Objects: 75
Original Price: £24.99
Quality Status: approved
Status: Live
What You Will Learn
- Creating enemy AI behaviours using Blackboards, Behaviour trees and tasks.
- Sound Implementation.
- Unreal's particle system; Cascade.
- Pickups.
- HUD for radar, ammo count and other useful information.
- Player stamina system.
- Animation implementation using locomotion and state machines.
- Core game loop containing a winning and losing condition.
- Level construction, collision and lighting.
- Cached Geometry for unusual animations like a chainsaw.
- Driving animated textures with Blueprint.
- Controlling animated textures in particles.
- Player sprint & slide mechanic.
- Good old camera shake.
- Animated texture creation: turning a physics based simulation or animation into a shader for use in-game.
- Handling game pause events.
- Blueprint class communication.
- Manipulating an armature's bone at runtime using inverse kinematics.
- A reusable mechanic where we have a locked door that requires a specific key to open it.
Who Should Attend
- Beginner to intermediate Unreal engine users
Target Audiences
- Beginner to intermediate Unreal engine users
In this course, you will be creating a full first person shooter game which will be heavily inspired by one of my childhood favourites, “Lifeforce-Tenka” by Psygnosis. All of the in-game assets will be made available so we can focus more on being creative with the actual game development process.
Course Curriculum
Chapter 1: Getting started
Lecture 1: Creating a new Unreal Engine Project
Lecture 2: Preparing the game assets
Chapter 2: Setting Up The Player
Lecture 1: Player class setup
Lecture 2: Player class component Setup
Lecture 3: Gun socket attachment and walk animation
Lecture 4: Setting up jumping
Lecture 5: Setting up crouching
Lecture 6: Setting up the sliding
Lecture 7: Setting up the sprinting
Lecture 8: Movement sound implementation
Lecture 9: Setting up the shooting input event
Lecture 10: Setting up the laser sight
Lecture 11: Setting up the firing animation
Lecture 12: Gun surface clipping prevention
Lecture 13: Muzzle flash setup
Lecture 14: Camera shake for movement and firing
Lecture 15: Ammo consumption
Lecture 16: Spawning the impact particle
Lecture 17: Auto reload
Chapter 3: Setting up the player HUD
Lecture 1: Setting up the player HUD
Lecture 2: Player HUD Logic
Lecture 3: Adding the player HUD to the screen
Lecture 4: Heart rate logic and exhaustion
Chapter 4: Creating the pickups
Lecture 1: Ammo pickup
Lecture 2: Shield energy pickup
Lecture 3: Security key pickup
Chapter 5: Creating the security door
Lecture 1: Security door class creation
Chapter 6: Particle FX
Lecture 1: Electric particle effect
Lecture 2: Explosion particle effect
Chapter 7: Creating the power core
Lecture 1: Setting up the power core components
Lecture 2: Creating the power core logic
Chapter 8: Creating the turret
Lecture 1: Turret projectile particle overview
Lecture 2: Turret projectile components setup
Lecture 3: Turret projectile class logic
Lecture 4: Setting up the turret class
Lecture 5: Turret logic
Chapter 9: Player damage and death events
Lecture 1: Player damage visual screen HUD events
Lecture 2: Creating the game over HUD
Lecture 3: Game over HUD logic
Lecture 4: Player death events
Chapter 10: Turret destruction
Lecture 1: Destroying the turret
Chapter 11: Creating the pause menu
Lecture 1: Creating the pause menu UI
Lecture 2: Creating the pause input
Lecture 3: Pause menu logic
Chapter 12: Creating the main menu
Lecture 1: Creating the main menu class
Lecture 2: Setting up the main menu part 1
Lecture 3: Setting up the main menu part 2
Chapter 13: Creating the objective menu
Lecture 1: Setting up the objective HUD
Lecture 2: Objective HUD logic
Chapter 14: Creating the fade out UI and level complete actor
Lecture 1: Creating the fade out widget
Lecture 2: Creating the level complete class
Chapter 15: Creating the drone
Lecture 1: Drone class setup
Lecture 2: Creating the drone hover motion values
Lecture 3: Applying the drone's hover motion
Lecture 4: Damaging the drone
Lecture 5: Drone evasive maneuvers
Lecture 6: Drone AI class setup
Lecture 7: Setting up the drone's behaviour tree
Lecture 8: Drone AI state logic part 1
Lecture 9: Drone AI state logic part 2
Lecture 10: Drone damage to player
Lecture 11: Setting the drone target points
Lecture 12: Drone event calls
Lecture 13: Smooth AI rotation
Lecture 14: AI nav link proxy
Lecture 15: Drone seek mode
Lecture 16: Drone door access
Chapter 16: Creating the radar
Lecture 1: Setting up the radar interface
Lecture 2: Setting up the radar logic
Lecture 3: Calling the radar
Chapter 17: Creating the vent cover
Lecture 1: The vent cover class
Chapter 18: Level design your way
Lecture 1: Editing Level 1 part 1
Lecture 2: Editing Level 1 part 2
Lecture 3: Removing debug prints
Chapter 19: Packaging the game
Lecture 1: Packaging the game
Instructors
-
Luke Jeffers
Project Creator
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 2 votes
- 3 stars: 3 votes
- 4 stars: 16 votes
- 5 stars: 21 votes
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