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Dead Earth - How to Make a First Person Shooter / Survival Game


Course
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Modules

Here is the course outline:

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. Preparing Assets I

11. Humanoid Retargeting

12. Animation State Machines

13. Using Mecanim with Unity's Navigation System

14. Preparing Assets II

15. Zombie AI System I

16. Zombie AI System II

17. Zombie AI System III

18. Zombie AI System IV

19. Zombie AI System V

20. The Zombie Idle State

21. The Zombie Patrol State

22. The Zombie Alerted State

23. The Zombie Pursuit State

24. The Zombie Feeding State I

25. The Zombie Feeding State II

26. The FPS Controller I

27. The FPS Controller II

28. The Zombie Attack System I

29. The Zombie Attack System II

30. The Camera Blood Image Effect I

31. The Camera Blood Image Effect II

32. Ragdoll Physics

33. The Zombie Damage System I

34. The Zombie Damage System II

35. Ragdoll Reanimation I

36. Ragdoll Reanimation II

37. Crawling 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 The 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 Interactive Item (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. The Dead Earth HUD I

64. The Dead Earth HUD II

65. The Player Inventory UI I

66. The Player Inventory UI II

67. The Player Inventory UI III

68. The Inventory System I

69. The Inventory System II

70. The Inventory System III

71. The Inventory System IV

72. The Inventory System V

73. The Inventory System VI

74. The Inventory System VII

75. The PDA System I

76. The PDA System II

77. Section III Preview and Project Release 2018.3

78. The Arms & Weapons System I

79. The Arms & Weapons System II

80. The Arms & Weapons System III

81. The Arms & Weapons System IV

82. The Arms & Weapons System V

83. The Arms & Weapons System VI

84. The Arms & Weapons System VII

85. The Arms & Weapons System VIII

86. Coding The Arms & Weapons System I

87. Coding The Arms & Weapons System II

88. Coding The Arms & Weapons System III

89. Coding The Arms & Weapons System IV

90. Coding The Arms & Weapons System V

91. Coding The Arms & Weapons System VI

92. Coding The Arms & Weapons System VII

93. Upgrading The AI I

94. Upgrading The AI II

95. Better Head IK

96. The Procedural IK Step System I

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