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Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone
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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


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