1. Where to Start

2. Basic Setup

3. Third Person Controller

4. Root Motion Attacks

5. Lock 'N' Roll #1

6. Lock 'N' Roll #2

7. Weapon Actions

8. Item Actions

9. Enemy Interactions Base

10. Dual Wielding

11. Shield

12. Parry

13. Backstab

14. Icon Maker

15. Game UI

16. Input Fixes / Animation Touch Up / Enemy Manager

17. Stats

18. Weapon / Item Instances

19. #A XML Write / Read

20. #B Database

21. #C Scriptable Object Inventory

22. Spellcasting Base / Item Switching

23. Fireballs!

24. Spell Effects

25. Procedural Animations & IK

26. Action Costs & Stat Depletion

27. Combos #1

28. Combos #2

29. Spell / Block / Attack Orientations / Fixes

30. Weapon Refactor / Unarmed Combat

31. Consumable Items

32. Kick / Gestures

33. UI Base

34. UI Logic #1

35. UI Logic #2

36. UI Logic #3

37. UI Logic #4

38. UI Logic #5

39. Switching Items #1

40. Switching Items #2

41. Switching Items #3

42. Unique Items #1

43. Unique Items #2

44. Equipping Armor

45. Armor Items

46. Inventory / Weapons Fixes

47. Controller Fixes / Pickable Items / UI

48. Jump / World Interactions

49. NPCs & Dialogues

50. Enemy AI Analysis

51. Enemy AI Setup

52. Camera Collisions /Further Enemy AI Work

53. Creature AI

54. Controller Bug Fix & Proper Structure

55. Scene Management

56. Multiplayer Photon Basics

57. Photon Lobby

58. Syncing Starting Equipment

59. Syncing Weapons / Equipment Changes

60. Fixing Sync Issues & Stuff We Forgot

61. Invading (Leaving Room/ Joining Another)

62. Multiplayer Structure Refactor #1

63. Multiplayer Structure Refactor #2

64. Multi-Room Network Scenes

65. Player Grouping / Invasions

66. Prediction / Fixing Sync Issues / Proper Ghosts

67. Refactoring the Architecture

68. Controller

69. Refactored Attacks

70. Weapons At Runtime & Action Handling

71. Character Clothes

72. Inventory Instancing

73. Lock On

74. Rolls

75. Game UI , the smart way

76. Spells

77. Damage Collisions

78. Refactoring with a Design Pattern

79. Decoupled Input & Movement

80. Decoupled Camera Handling

81. More Decoupling

82. Animation Triggering & State Transitioning

83. Root Motion Movement

84. Monitor Attack Input

85. Clean up

86. Rolling #1

87. Rolling #2 & Fixes

88. Weapons

89. Resources Manager

90. Weapon Instancing

91. Modular Attack Structure

92. Item Based Attacks

93. Pluggable Item Actions

94. Power Posing

95. Button Injections

96. Weapons UI Slots

97. Decoupled Stats Setup

98. Parrying

99. Pluggable Parry Response #1

100. Pluggable Parry Response #2

101. Receiving Parry Attack

102. Cloth Items

103. Actual Wearing

104. Better Grounding

105. Better Movement

106. Fixes

107. Spell Items Base

108. Spell Casting #1

109. Spell Casting #2

110. Spell Casting #3

111. Fireballs!

112. Spell Particles Self Containment

113. Lock On #1

114. Lock On #2

115. Lock On #3

116. Lock On #4

117. Conditional Action Batch

118. Lock On Polish

119. TwoHanding

120. Fisticuffs

121. Weapon Changing #1

122. Weapon Changing #2

123. ECS (Entity Component System)

124. Damage Colliders

125. Unarmed Damage Collider

126. Rotation Flag for Attacks

127. IHittable

128. Item Actions Logic

129. Inventory Events Setup

130. Item Slots Setup

131. Item Loading #1

132. Item Loading #2

133. Combo Actions #1

134. Combo Actions #2

135. AI with the BNE Setup

136. AI Action Framework

137. Utility Theory Implementation

138. FOV Score Example

139. Actions List Switching

140. Pathfinding

141. Attack Scores

142. Basic AI Tree

143. Enemy Detection

144. Damaging

145. Project Architecture

146. Death & Game Loop

147. Connecting To Server

148. Joining Rooms

149. Prediction / Syncing Animations / Flags

150. Disconnections

151. Syncing AI

152. Sync Fixes

153. Room Leaving/Re Joining & Fixes

154. Room Handling Fixes

155. Dynamic Room Joining/Creating


Additional Resources

Course Resources