Srbija Posted November 22, 2022 #1 Posted November 22, 2022 Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone Last updated 12/2020 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 10.39 GB | Duration: 12h 51m A clone of the 1997 game "Lifeforce-Tenka" created by Psygnosis. What you'll 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. Requirements Unreal engine 4.25.3 installed and ready to go. Also ensure you have enough space on your hard drive; 8GB should be enough. Description 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. Overview Section 1: Getting started Lecture 1 Creating a new Unreal Engine Project Lecture 2 Preparing the game assets Section 2: Setting Up The Player Lecture 3 Player class setup Lecture 4 Player class component Setup Lecture 5 Gun socket attachment and walk animation Lecture 6 Setting up jumping Lecture 7 Setting up crouching Lecture 8 Setting up the sliding Lecture 9 Setting up the sprinting Lecture 10 Movement sound implementation Lecture 11 Setting up the shooting input event Lecture 12 Setting up the laser sight Lecture 13 Setting up the firing animation Lecture 14 Gun surface clipping prevention Lecture 15 Muzzle flash setup Lecture 16 Camera shake for movement and firing Lecture 17 Ammo consumption Lecture 18 Spawning the impact particle Lecture 19 Auto reload Section 3: Setting up the player HUD Lecture 20 Setting up the player HUD Lecture 21 Player HUD Logic Lecture 22 Adding the player HUD to the screen Lecture 23 Heart rate logic and exhaustion Section 4: Creating the pickups Lecture 24 Ammo pickup Lecture 25 Shield energy pickup Lecture 26 Security key pickup Section 5: Creating the security door Lecture 27 Security door class creation Section 6: Particle FX Lecture 28 Electric particle effect Lecture 29 Explosion particle effect Section 7: Creating the power core Lecture 30 Setting up the power core components Lecture 31 Creating the power core logic Section 8: Creating the turret Lecture 32 Turret projectile particle overview Lecture 33 Turret projectile components setup Lecture 34 Turret projectile class logic Lecture 35 Setting up the turret class Lecture 36 Turret logic Section 9: Player damage and death events Lecture 37 Player damage visual screen HUD events Lecture 38 Creating the game over HUD Lecture 39 Game over HUD logic Lecture 40 Player death events Section 10: Turret destruction Lecture 41 Destroying the turret Section 11: Creating the pause menu Lecture 42 Creating the pause menu UI Lecture 43 Creating the pause input Lecture 44 Pause menu logic Section 12: Creating the main menu Lecture 45 Creating the main menu class Lecture 46 Setting up the main menu part 1 Lecture 47 Setting up the main menu part 2 Section 13: Creating the objective menu Lecture 48 Setting up the objective HUD Lecture 49 Objective HUD logic Section 14: Creating the fade out UI and level complete actor Lecture 50 Creating the fade out widget Lecture 51 Creating the level complete class Section 15: Creating the drone Lecture 52 Drone class setup Lecture 53 Creating the drone hover motion values Lecture 54 Applying the drone's hover motion Lecture 55 Damaging the drone Lecture 56 Drone evasive maneuvers Lecture 57 Drone AI class setup Lecture 58 Setting up the drone's behaviour tree Lecture 59 Drone AI state logic part 1 Lecture 60 Drone AI state logic part 2 Lecture 61 Drone damage to player Lecture 62 Setting the drone target points Lecture 63 Drone event calls Lecture 64 Smooth AI rotation Lecture 65 AI nav link proxy Lecture 66 Drone seek mode Lecture 67 Drone door access Section 16: Creating the radar Lecture 68 Setting up the radar interface Lecture 69 Setting up the radar logic Lecture 70 Calling the radar Section 17: Creating the vent cover Lecture 71 The vent cover class Section 18: Level design your way Lecture 72 Editing Level 1 part 1 Lecture 73 Editing Level 1 part 2 Lecture 74 Removing debug prints Section 19: Packaging the game Lecture 75 Packaging the game Beginner to intermediate Unreal engine users Hidden Content Give reaction to this post to see the hidden content. 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