3RD PERSON HORROR SURVIVAL In Unity - EP. 18 PLAYER HEALTH & DAMAGE
In this episode we give our player some health, and our zombie's attacks some functioning damage. We also develop some death functionality for our player, where we transfer into a death animation state; providing our player's health is 0 or lower. We add damage to the zombie's attack during a specific frame while the zombie's "Grapple" attack animation is playing. If the player does not break out of the animation before the animation event, the player will take damage. In the future, this will allow us to use defensive weapons to break the grapple attack and negate any possible damage.
In this episode we create a the frame work for our "Firebomb" consumable item. Upon hitting a target, the firebomb will do damage, and explode! Should any character be in the blast area during the explosion they will take damage.
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► EPISODE 78
https://youtu.be/dkNCMZ-xdMI
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https://www.youtube.com/watch?v=5miIWYdm_AU
In this video we conclude our poise system, giving characters with better poise and heavier weapons, the ability to ignore damage animations whilst preforming an attack! We also give our boss the ability to be guard broken, allowing the player to preform a critical strike against them dealing bonus damage.
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► EPISODE 71
https://youtu.be/nJPHVTP5JQA
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https://www.youtube.com/watch?v=__4iTm8NGnQ
In this video we expand upon our equipment UI interface, making the gear swappable from the body, leg and hand slots. We also add inventories and for these respective equipment types. With this the player may swap all gear types from their equipment screen.
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► EPISODE 99
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https://www.youtube.com/watch?v=dzQhuIoDH54
In this video we squish some bugs with our A.I's movement, and player collision!
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► EPISODE 37
https://youtu.be/ZpqaUmeVXM0
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https://www.youtube.com/watch?v=wlTcjmVdF8g
In this episode we add the ability to JUMP for our player!
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► EPISODE 20
https://youtu.be/0ZI1Si23XbE
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https://www.youtube.com/watch?v=cc9u4bNzYRg
In this video we add further logic to our ammo system. We add a capacity limit to each weapon and disable reloading whilst the weapon's capacity is full. We also add a basic inventory system, and a new item type called "Box Of Ammo". Additionally, we create classifications of ammo using Enums. Syncing our weapons with their respective ammo types. Lastly we enable reloading to draw from the respective ammo types we have in our inventory, and update our UI accordingly.
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► EPISODE 16
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https://www.youtube.com/watch?v=qp8AdclpXFM
In this episode we create a UI pop up window that appears when you walk into an interactable object's radius!
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► EPISODE 19
https://youtu.be/cc9u4bNzYRg
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https://www.youtube.com/watch?v=SaSbwLs8WOo
In this video we trigger our boss fight event via use of a collider linked with a world event manager. This will enable our boss health UI to appear on screen once we enter the boss arena. We also update the boss's health bar during damage calculation.
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► EPISODE 67
https://youtu.be/Wvow4MNrcgA
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https://www.youtube.com/watch?v=JXy8pzHy8_U
In this video we sync our head, chest, leg and hand equipment across the network.
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► EPISODE 146
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https://www.youtube.com/watch?v=1KgNqfCXKO4