Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone

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Last updated 12/2020MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHzLanguage: English | Size: 10.39 GB | Duration: 12h 51m

A clone of the 1997 game "Lifeforce-Tenka" created by Psygnosis.​

What you'll learn
Creating enemy AI behaviours using Blackboards, Behaviour trees and tasks.
Sound Implementation.
Unreal's particle system; Cascade.
Pickups.
HUD for radar, ammo count and other useful information.
Player stamina system.
Animation implementation using locomotion and state machines.
Core game loop containing a winning and losing condition.
Level construction, collision and lighting.
Cached Geometry for unusual animations like a chainsaw.
Driving animated textures with Blueprint.
Controlling animated textures in particles.
Player sprint & slide mechanic.
Good old camera shake.
Animated texture creation: turning a physics based simulation or animation into a shader for use in-game.
Handling game pause events.
Blueprint class communication.
Manipulating an armature's bone at run using inverse kinematics.
A reusable mechanic where we have a locked door that requires a specific key to open it.
Requirements
Unreal ee 4.25.3 installed and ready to go. Also ensure you have enough space on your hard drive; 8GB should be enough.
Description
In this course, you will be creating a full first person shooter game which will be heavily inspired by one of my childhood favourites, "Lifeforce-Tenka" by Psygnosis. All of the in-game assets will be made available so we can focus more on being creative with the actual game development process.

Overview

Section 1: Getting started

Lecture 1 Creating a new Unreal Ee Project

Lecture 2 Preparing the game assets

Section 2: Setting Up The Player

Lecture 3 Player class setup

Lecture 4 Player class component Setup

Lecture 5 Gun socket attachment and walk animation

Lecture 6 Setting up jumping

Lecture 7 Setting up crouching

Lecture 8 Setting up the sliding

Lecture 9 Setting up the sprinting

Lecture 10 Movement sound implementation

Lecture 11 Setting up the shooting input event

Lecture 12 Setting up the laser sight

Lecture 13 Setting up the firing animation

Lecture 14 Gun surface clipping prevention

Lecture 15 Muzzle flash setup

Lecture 16 Camera shake for movement and firing

Lecture 17 Ammo consumption

Lecture 18 Spawning the impact particle

Lecture 19 Auto reload

Section 3: Setting up the player HUD

Lecture 20 Setting up the player HUD

Lecture 21 Player HUD Logic

Lecture 22 Adding the player HUD to the screen

Lecture 23 Heart rate logic and exhaustion

Section 4: Creating the pickups

Lecture 24 Ammo pickup

Lecture 25 Shield energy pickup

Lecture 26 Security key pickup

Section 5: Creating the security door

Lecture 27 Security door class creation

Section 6: Particle FX

Lecture 28 Electric particle effect

Lecture 29 Explosion particle effect

Section 7: Creating the power core

Lecture 30 Setting up the power core components

Lecture 31 Creating the power core logic

Section 8: Creating the turret

Lecture 32 Turret projectile particle overview

Lecture 33 Turret projectile components setup

Lecture 34 Turret projectile class logic

Lecture 35 Setting up the turret class

Lecture 36 Turret logic

Section 9: Player damage and death events

Lecture 37 Player damage visual screen HUD events

Lecture 38 Creating the game over HUD

Lecture 39 Game over HUD logic

Lecture 40 Player death events

Section 10: Turret destruction

Lecture 41 Destroying the turret

Section 11: Creating the pause menu

Lecture 42 Creating the pause menu UI

Lecture 43 Creating the pause input

Lecture 44 Pause menu logic

Section 12: Creating the main menu

Lecture 45 Creating the main menu class

Lecture 46 Setting up the main menu part 1

Lecture 47 Setting up the main menu part 2

Section 13: Creating the objective menu

Lecture 48 Setting up the objective HUD

Lecture 49 Objective HUD logic

Section 14: Creating the fade out UI and level complete actor

Lecture 50 Creating the fade out widget

Lecture 51 Creating the level complete class

Section 15: Creating the drone

Lecture 52 Drone class setup

Lecture 53 Creating the drone hover motion values

Lecture 54 Applying the drone's hover motion

Lecture 55 Damaging the drone

Lecture 56 Drone evasive maneuvers

Lecture 57 Drone AI class setup

Lecture 58 Setting up the drone's behaviour tree

Lecture 59 Drone AI state logic part 1

Lecture 60 Drone AI state logic part 2

Lecture 61 Drone damage to player

Lecture 62 Setting the drone target points

Lecture 63 Drone event calls

Lecture 64 Smooth AI rotation

Lecture 65 AI nav link proxy

Lecture 66 Drone seek mode

Lecture 67 Drone door access

Section 16: Creating the radar

Lecture 68 Setting up the radar interface

Lecture 69 Setting up the radar logic

Lecture 70 Calling the radar

Section 17: Creating the vent cover

Lecture 71 The vent cover class

Section 18: Level design your way

Lecture 72 Editing Level 1 part 1

Lecture 73 Editing Level 1 part 2

Lecture 74 Removing debug prints

Section 19: Packaging the game

Lecture 75 Packaging the game

Bner to intermediate Unreal ee users

HomePage:
Code:
Https://anonymz.com/https://www.udemy.com/course/unreal-ee-4-first-person-shooter-lifeforce-tenka-clone/



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