Release date:2019, August 15

Author:Game Institute Inc.

Skill level:Beginner

Language:English

Exercise files:Yes

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.
Table of Contents

Start Here

83:51:46

Introduction

14:06

Project Setup

17:15

Navigation and Pathfinding I

25:48

Navigation and Pathfinding II

58:56

Navigation and Pathfinding III

01:04:16

Navigation and Pathfinding IV

01:10:00

Navigation and Pathfinding V

51:12

Navigation and Pathfinding VI

48:22

Navigation and Pathfinding VII

34:45

Asset Preparation I

01:03:02

Humanoid Retargeting

01:28:39

Animation State Machines

01:32:02

Mecanim with Navigation

01:48:07

Asset Preparation II

59:17

AI System I

44:52

AI System II

01:20:21

AI System III

01:02:05

AI System IV

01:18:21

AI System V

53:34

The Idle State

45:31

The Patrol State

01:18:02

The Alerted State

44:56

The Pursuit State

01:33:27

The Feeding State I

53:54

The Feeding State II

01:02:39

The FPS Controller I

49:54

The FPS Controller II

01:30:02

The Attack System I

01:00:23

The Attack System II

01:02:20

Player Damage Screen Effect I

02:09:56

Player Damage Screen Effect II

01:16:48

Ragdoll Physics

50:48

The Damage System I

55:19

The Damage System II

01:21:26

Ragdoll Reanimation I

57:51

Ragdoll Reanimation II

01:28:52

Injured / Damaged Zombies

01:44:30

Zombie Body Damage

45:04

Zombie Player Awareness

48:07

Adding Multiple Zombies

54:18

Screaming Zombies

01:09:55

AI Final Tweaks and Fixes

40:12

Scripting the Audio Mixer

49:15

Creating an Audio Pooling System

52:09

Audio Collections with Scriptable Objects

47:40

The Zombie Sound System I

01:26:25

The Zombie Sound System II

59:48

The Zombie Sound System III

01:22:44

The Zombie Sound System IV

01:33:04

Player Damage and Pain Sounds

27:06

The Stamina System and HUD (Creeper 001)

44:15

The Interactive Item Framework (Creeper 002)

48:46

The Elevator Sequence (Creeper 003)

52:36

Constructing Gameplay Elements (Creeper 004)

01:03:03

The Generic Switch Trigger (Creeper 005)

01:11:47

Deactivating Lockdown (Creeper 006)

38:08

Spawning the Access Code (Creeper 007)

20:31

Completing Creeper (Creeper 008)

01:47:11

The Interactive Door System I

01:53:09

The Interactive Door System II

01:07:39

The Interactive Door System III

47:55

Making Our Scene Interactive

01:25:20

Heads Up Display I

40:26

Heads Up Display II

01:26:07

Player Inventory UI I

58:58

Player Inventory UI II

01:05:53

Player Inventory UI III

02:01:13

Inventory System I

01:21:21

Inventory System II

01:20:30

Inventory System III

57:42

Inventory System IV

26:15

Inventory System V

01:00:24

Inventory System VI

01:08:28

Inventory System VII

01:16:14

The PDA System I

01:42:37

The PDA System II

02:21:08

Dead Earth Part III Preview

46:45

01. Introduction 02. Project Setup 03. Navigation and Pathfinding I 04. Navigation and Pathfinding II 05. Navigation and Pathfinding III 06. Navigation and Pathfinding IV 07. Navigation and Pathfinding V 08. Navigation and Pathfinding VI 09. Navigation and Pathfinding VII 10. Asset Preparation I 11. Humanoid Retargeting 12. Animation State Machines 13. Mecanim with Navigation 14. Asset Preparation II 15. AI System I 16. AI System II 17. AI System III 18. AI System IV 19. AI System V 20. The Idle State 21. The Patrol State 22. The Alerted State 23. The Pursuit State 24. The Feeding State I 25. The Feeding State II 26. The FPS Controller I 27. The FPS Controller II 28. The Attack System I 29. The Attack System II 30. Player Damage Screen Effect I 31. Player Damage Screen Effect II 32. Ragdoll Physics 33. The Damage System I 34. The Damage System II 35. Ragdoll Reanimation I 36. Ragdoll Reanimation II 37. Injured Damaged Zombies 38. Zombie Body Damage 39. Zombie Player Awareness 40. Adding Multiple Zombies 41. Screaming Zombies 42. AI Final Tweaks and Fixes 43. Scripting the Audio Mixer 44. Creating an Audio Pooling System 45. Audio Collections with Scriptable Objects 46. The Zombie Sound System I 47. The Zombie Sound System II 48. The Zombie Sound System III 49. The Zombie Sound System IV 50. Player Damage and Pain Sounds 51. The Stamina System and HUD (Creeper 001) 54. Constructing Gameplay Elements (Creeper 004) 55. The Generic Switch Trigger (Creeper 005) 56. Deactivating Lockdown (Creeper 006) 57. Spawning the Access Code (Creeper 007) 58. Completing Creeper (Creeper 008)

Build Your Own First Person Shooter Survival Game in Unity – Files.7z.001 Build Your Own First Person Shooter Survival Game in Unity – Files.7z.002 Build Your Own First Person Shooter Survival Game in Unity – Subtitles.7z

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