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Dynamic Cameras
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Wall Camera Rotation Fix
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5 days ago
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Inventory UI
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Souls-like
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
156. Inventory Management
157. Inventory Fix
158. Item Assignment
159. Items To Controller #1
160. Inventory Fixes
161. Items To Controller
162. Finishing the Inventory
163. Changing Assets
164. Proper Root Motion
165. New Architecture
166. Movement
167. Cinemachine Camera
168. NEW Root Motion Attacks
169. Lock On Camera
170. Lock On Logic
171. Cloth Items
172. Weapon Items
173. Item Actions
174. Switching Actions From Weapons
175. Switching Animations
176. Two Handed Actions
177. Animation Events & Combos
178. Dynamic Combos
179. Rotating On Events
180. Lockables
181. Rolls
182. NavMesh Movement
183. On Air & NavMesh
184. A Different Approach To Combos
185. Anim Interruptions & Step Back
186. Single Component Controller
187. Weapons & Item Actions
188. Cloth & Combos
189. Database Management
190. Best Movement
191. Homebrew Camera
192. Root Motion & Grounded Fixes
193. Lock And Roll
194. Enemy AI #1
195. Enemy AI #2
196. Root Motion Pathfinder
197. Score & Paremeter Based Actions
198. Nested Actions Logic
199. Migrating to the NEW Input System
200. Enemy Deaths
201. Camera Collisions
202. Interactions & Pickables
203. Actions On Damage
204. Reusable Object Pooler
Souls-like
- Lesson 16 - Input Fixes / Animation Touch Up / Enemy Manager
This part we will rework slightly our inputs, do some cosmetic touch ups on the animations and build a manager for our enemies
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