Build Your Own First Person Shooter / Survival Game in Unity
4.6 (1,865 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
19,657 students enrolled

Build Your Own First Person Shooter / Survival Game in Unity

Part I: Create and Design Artificially Intelligent Game Characters with Advanced Animation Systems
4.6 (1,865 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
19,657 students enrolled
Last updated 8/2019
English
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Current price: $135.99 Original price: $194.99 Discount: 30% off
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This course includes
  • 84 hours on-demand video
  • 85 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • 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.
Course content
Expand 77 lectures 83:51:46
+ Start Here
77 lectures 83:51:46
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
Requirements
  • You will need a Windows PC and a free copy of Unity 5 to experiment with the source code and follow along.
Description

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.

 


Who this course is for:
  • This course is perfect for developers working on games that require artificially intelligent characters and creatures, animation, and related systems, regardless of genre.
  • Everyone using the Unity engine will benefit since we comprehensively cover how to correctly use many of its more advanced systems e.g., navigation and pathfinding, Mecanim, animation state machines, ragdoll physics, and so on.