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1. Basic Setup

2. Third Person Controller

3. Root Motion Attacks

4. Lock 'N' Roll #1

5. Lock 'N' Roll #2

6. Weapon Actions

7. Item Actions

8. Enemy Interactions Base

9. Dual Wielding

10. Shield

11. Parry

12. Backstab

13. Icon Maker

14. Game UI

15. Input Fixes / Animation Touch Up / Enemy Manager

16. Stats

17. Weapon / Item Instances

18. #A XML Write / Read

19. #B Database

20. #C Scriptable Object Inventory

21. Spellcasting Base / Item Switching

22. Fireballs!

23. Spell Effects

24. Procedural Animations & IK

25. Action Costs & Stat Depletion

26. Combos #1

27. Combos #2

28. Spell / Block / Attack Orientations / Fixes

29. Weapon Refactor / Unarmed Combat

30. Consumable Items

31. Kick / Gestures

32. UI Base

33. UI Logic #1

34. UI Logic #2

35. UI Logic #3

36. UI Logic #4

37. UI Logic #5

38. Switching Items #1

39. Switching Items #2

40. Switching Items #3

41. Unique Items #1

42. Unique Items #2

43. Equipping Armor

44. Armor Items

45. Inventory / Weapons Fixes

46. Controller Fixes / Pickable Items / UI

47. Jump / World Interactions

48. NPCs & Dialogues

49. Enemy AI Analysis

50. Enemy AI Setup

51. Camera Collisions /Further Enemy AI Work

52. Creature AI

53. Controller Bug Fix & Proper Structure

54. Scene Management

55. Multiplayer Photon Basics

56. Photon Lobby

57. Syncing Starting Equipment

58. Syncing Weapons / Equipment Changes

59. Fixing Sync Issues & Stuff We Forgot

60. Invading (Leaving Room/ Joining Another)

61. Multiplayer Structure Refactor #1

62. Multiplayer Structure Refactor #2

63. Multi-Room Network Scenes

64. Player Grouping / Invasions

65. Prediction / Fixing Sync Issues / Proper Ghosts

66. Refactoring the Architecture

67. Controller

68. Refactored Attacks

69. Weapons At Runtime & Action Handling

70. Character Clothes

71. Inventory Instancing

72. Lock On

73. Rolls

74. Game UI , the smart way

75. Spells

76. Damage Collisions

77. Refactoring with a Design Pattern

78. Decoupled Input & Movement

79. Decoupled Camera Handling

80. More Decoupling

81. Animation Triggering & State Transitioning

82. Root Motion Movement

83. Monitor Attack Input

84. Clean up

85. Rolling #1

86. Rolling #2 & Fixes

87. Weapons

88. Resources Manager

89. Weapon Instancing

90. Modular Attack Structure

91. Item Based Attacks

92. Pluggable Item Actions

93. Power Posing

94. Button Injections

95. Weapons UI Slots

96. Decoupled Stats Setup

97. Parrying

98. Pluggable Parry Response #1

99. Pluggable Parry Response #2

100. Receiving Parry Attack

101. Cloth Items

102. Actual Wearing

103. Better Grounding

104. Better Movement

105. Fixes

106. Spell Items Base

107. Spell Casting #1

108. Spell Casting #2

109. Spell Casting #3

110. Fireballs!

111. Spell Particles Self Containment

112. Lock On #1

113. Lock On #2

114. Lock On #3

115. Lock On #4

116. Conditional Action Batch

117. Lock On Polish

118. TwoHanding

119. Fisticuffs

120. Weapon Changing #1

121. Weapon Changing #2

122. ECS (Entity Component System)

123. Damage Colliders

124. Unarmed Damage Collider

125. Rotation Flag for Attacks

126. IHittable

127. Item Actions Logic

128. Inventory Events Setup

129. Item Slots Setup

130. Item Loading #1

131. Item Loading #2

132. Combo Actions #1

133. Combo Actions #2

134. AI with the BNE Setup

135. AI Action Framework

136. Utility Theory Implementation

137. FOV Score Example

138. Actions List Switching

139. Pathfinding

140. Attack Scores

141. Basic AI Tree

142. Enemy Detection

143. Damaging

144. Project Architecture

145. Death & Game Loop

146. Connecting To Server

147. Joining Rooms

148. Prediction / Syncing Animations / Flags

149. Disconnections

150. Syncing AI

151. Sync Fixes

152. Room Leaving/Re Joining & Fixes

153. Room Handling Fixes

154. Dynamic Room Joining/Creating

155. Inventory Management

156. Inventory Fix

157. Item Assignment

158. Items To Controller #1

159. Inventory Fixes

160. Items To Controller

161. Finishing the Inventory

162. Changing Assets

163. Proper Root Motion

164. New Architecture

Souls-like Archive - Lesson 77 - Refactoring with a Design Pattern
Let's get things to the next level. We're going to refactor yet again but this time we are going to introduce a design pattern.