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1. Grid Creation

2. Obstacle Detection

3. Multiple Floors

4. Offsetting Nodes & Detection

5. Turns & Phases

6. Player Holder

7. Finite State Machine

8. Scriptable Variables

9. Pathfinder

10. Pathfinder Fix

11. Interfaces

12. Moving On Path

13. Grid Tweaks

14. Pathfinding Tweaks

15. Locomotion Animations

16. Inventory Framework & SO Library

17. Action Points Setup

18. Action Points Usage

19. Walkable Nodes Near Us

20. Game Actions Management

21. Actions Template

22. Attack Action

23. Node Abilities Framework

24. DoAction Manager

25. UI Manager

26. Interface Fixes

27. Ability Costs & Fixes

28. Weapon Items

29. Look At Direction #1

30. Look At Direction #2

31. Bug Fixes / On Enter Actions / AP Manager

32. Look At Algorithm Finalized

33. Layered Actions

34. Triangle Based Rotation

35. Research Time!

36. Action Points System Tweaks

37. UI Quick Slots

38. Switch Game Actions

39. Bullets

40. Bullet Logic Fixes

41. IK Aim

42. Bullet Penetration

43. Changing Models

44. Aim Assist & Fixes

45. Advanced Inventory #1

46. Advanced Inventory #2

47. Advanced Inventory #3

48. Advanced Inventory #4

49. Dragging Windows

50. Serializing Items

51. Moving Items

52. Runtime Item Database #1

53. Runtime Item Database #2

54. Memory Efficient Item Instancing

55. Character Specific Slots

56. From Data To Visualization

57. Skinned Mesh Slots

58. Cloth Types

59. Assigned Items Fix

60. Procedural Icon Maker

61. Procedural Icons For Skinned Meshes

62. Realtime Movement

63. Multiple Agents Movement

64. Path Fixes

65. FOV & Combat Start

66. Combat Phase

67. Adding Hand IK

68. Advanced Level Reading #1

69. Failure To Level Read

70. Proper Level Read

71. Stair Pathfinder #1

72. Stair Pathfinder #2

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(NEW) Turn Based Game - Lesson 35 - Research Time!
Let's see why we are doing everything we are doing here and where the upcoming changes will be based off