4.57 out of 5
4.57
1382 reviews on Udemy

Build Your Own First Person Shooter / Survival Game in Unity

Part I: Create and Design Artificially Intelligent Game Characters with Advanced Animation Systems
Instructor:
Game Institute Inc.
15,033 students enrolled
English [Auto-generated]
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.

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.

 

Start Here

1
Introduction
2
Project Setup
3
Navigation and Pathfinding I
4
Navigation and Pathfinding II
5
Navigation and Pathfinding III
6
Navigation and Pathfinding IV
7
Navigation and Pathfinding V
8
Navigation and Pathfinding VI
9
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)
52
The Interactive Item Framework (Creeper 002)
53
The Elevator Sequence (Creeper 003)
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)
59
The Interactive Door System I
60
The Interactive Door System II
61
The Interactive Door System III
62
Making Our Scene Interactive
63
Heads Up Display I
64
Heads Up Display II
65
Player Inventory UI I
66
Player Inventory UI II
67
Player Inventory UI III
68
Inventory System I
69
Inventory System II
70
Inventory System III
71
Inventory System IV
72
Inventory System V
73
Inventory System VI
74
Inventory System VII
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79 hours on-demand video
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Certificate of Completion