Create a CHARACTER CREATION SCREEN In Unity - EP. 4 Naming Your Character & Facial Zoom Camera
In this video we create a button that allows us to name our player character. We also create an additional camera that will activate anytime the player should choose to make edits to the characters facial features. This camera will be positioned closer to the characters face.
In this video we sync blocked damage effects across the network, along with blocking animation states.
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► EPISODE 148
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https://www.youtube.com/watch?v=jh6aqzv7jew
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
In this video we create fog walls that seal the player into a boss arena once the fight has begun! We also make it so you are able to enter the arena via the fog wall from the outside.
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► EPISODE 68
https://youtu.be/B3UQT5f1o84
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https://www.youtube.com/watch?v=Wvow4MNrcgA
In this video we sync our characters levels to the level up UI screen. We then create the functionality needed to raise or lower the levels with our invisible sliders we placed in the recent video.
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► EPISODE 95
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https://www.youtube.com/watch?v=9Sl5c6_uf4M
In this video we create our HEALTH SYSTEM. We begin by adding a health bar that will update to match our max and current health values. We then create some logic to calculate our max health depending on what our character's "Vitality" level is. Next, we create some functionality so that if our "Vitality" or "Endurance" ever change, our max health and max stamina recalculate to match those new values.
Lastly, we add an optional feature that expands the width of the resource bars (Health, Stamina, Focus/Mana) in relation to how much of their respective resource they contain.
For example, a character with 500 health will have a larger Health bar than a character with 250 health.
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► EPISODE 17
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https://www.youtube.com/watch?v=Fb7DxmHY1wg
In this video we begin work on our "Character Effects" system. What will this logic do? Essentially it will process all character effects, such as taking damage, or healing.
We separate the effects into 3 different types. Instant (Taking damage, or healing), Timed (Poison, or Scarlet Rot) and Static (Modifying armor or damage values when wearing a talisman).
Having each effect as a scriptable object, allows us to easily edit or add onto each individual effect in one simple location, instead of changing logic across potentially dozens of scripts. With each effect getting its own scriptable, it's very easy to add additional logic to each effect. You could add sound effects for example or particles effects, and much more.
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► EPISODE 16
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https://www.youtube.com/watch?v=oF12leBVnDY
In this video we create the functionality to interact, open and unlock doors. We create a system that allows us to pick up items and add them to our inventory, and we create a new item class called "key items".
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► EPISODE 22
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https://www.youtube.com/watch?v=INKK1QleWu4
In this video we create our framework for "Interactable Objects". What is an interactable object? Objects such as levers, doors, elevators or item pick ups would fall under the "Interactable Object" class.
We begin the video by creating a test object, and the interactable class. Entering the collider of the test object will send a message prompt to the player. If the player leaves the interactable collider, the message is closed. Pressing the interaction button whilst in the collider will trigger an interaction.
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► EPISODE 52
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https://www.youtube.com/watch?v=5hwBRT6oMG8
Apologies for the video focus box appearing every 1.5 seconds. Frist irl video ever, the next one won't be as scuffed I promise.
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https://www.youtube.com/watch?v=n84tMqZBJYY