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UPDATE: I moved the old videos to a separate course to eliminate confusions,
Start from Lesson 1, Part 150 here
In this advanced series we will make a Souls-like game like no other! Hold on to your keyboards, sharpen your mouse clicks and prepare to code...
This series is a "from scratch" series. We will develop the entire game and write all scripts together in the video.
Course contains 124 lessons.
~Technically you can start from this part as well but we are not going to be diving deep into all of the state actions~
Let's rewrite our architecture
Let's move around with our new architecture
Let's create a third person camera using cinemachine and taking care of camera collisions
Let's see a new (and the correct) way to do root motion attacks
Let's give Cinemachine another shot for locking on, no pun intended
Now let's add our dynamic logic on the camera lock on
Let's put on some clothes
Let's load up some weapons
Let's create the framework for having modular actions per item
Let's load actions from weapons
Let's switch our locomotion animations for some new ones!
Let's put two hands where one also worked as well
Let's see how to work with animation events
As per request, let's change our combo system to be a bit more dynamic
Let's make our attacks a bit more interesting by allowing rotating before we land a hit
Let's fix some bugs and develop finding lockable targets
Let's ground our players to the navmesh
Let's see how we can know if we are grounded or not while still utilising the navmesh
Let's make our combo syste more intuitive
let's fancy up the controller's fluidity
Let's simplify our controller
Let's bring back our weapon functionalities
Let's bring back clothing and the combos for our character
Let's set the framework for our database
From all the trial and errors we did so far, let's finalise the way our character is going to be moving
Let's create our own camera to have more control over
Let's fix our root motion issues and making sure the players can't climb steep walls
Let's lock and roll, all night long
Let's create some baddies
Let's see how we can have pathfinding while still retaining root motion and physics based movement
Let's create a framework for selecting AI actions based on a score and parameters
Let's see how we can use the simple framework we did to nest more actions with their own logic inside our base actions
Let's migrate to the new Input system
Let's spice up the enemy deaths
Let's add camera collisions to our controller
Let's add a framework to be able to interact and pick up items
Let's spice up what happens when you get hit #1
Let's make a reusable utility for all of our projects
Let's add sprint to our controller
Let's implement the dynamic icon maker from the MGS-like series
Let's add parry so they can git gud
What did Brutus said to Ceasar when he stabbed him?...
Git gud scrub...
Let's throw some fireballs
Let's see how we can drink our bestus flask
Let's fix an error we have with the AI not playing it's animations properly
Let's create an advanced clothing system for our characters.
Let's clean up our code from scripts we are not using anymore and add damage triggers on our fists
Break on through, to the other side...
Let's make our dummy AI to be able to evade our attacks or spells
Let's add multiple weapons on ours hands and siwtch them around
Let's load correctly our actions
Let's make our quick slots to update properly
Let's create a schedule on how items create their icons in order
Let's bring back our stats
Let's make the framework for having fancy over time effects for our spells etc.
Let's fix a lockdown bug we have
Let's create a system that will allow us to navigate through UI elements without any hassle
Let's see how painlessly we can navigate through different menus with our setup
Let's effortlessly see how to replace our items from the inventory slots
Let's sync our profile to the item slots
Let's add back our two handed switch actions
Let's have uniquely instanced items with their own stats and use them on our Inventory
Let's add block to our character
Let's continue with our navigateables framework
Let's save our game state
Let's spice up our lock on
Let's develop further our lock on mechanics
Let's fancy up some of our attacks
Let's bring into flesh our very first enemy using ThatAnimator's animation pack!
Let's make the AI play conditional sequenced attacks
Let's add another baddie in our game
Let's fix locking on to an enemy from behind a wall
Let's promote some of our enemies to bosses
Let's add new animations for both parry and backstab and tailor their logic
Let's fix our weapon items being misplaced when using some actions
Let's add the interactions to bonfires
Let's polish our stabbing logics
Let's shape up our consumable items
Let's shape up our Inventory
Let's fix our roll logic and give it some invicibility frames
Let's fix the rotation the AI does after being backstabbed
Let's fix our locomotion animations when locked on
Let's fix our consume item logic
Let's add some healing to the baddies
Let's bridge the gap between animation events and Unity events
Let's create a framework that will make it easier for us to tag attributes and calculate results based off stats
Let's polish our roll damages
Let's take some things off our chest, literally
Let's stack some attacks into yet another combo
Who said Souls-like can't jump?
Let's start creating our levels, by script!
Let's polish a bit our game atmosphere
Let's fix our controller and polish it's movement
Let's fix our left hand combos
Let's fix our angle movement