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Unreal Engine 4 First Person Shooter- Lifeforce Tenka Clone

  • Development
  • Jan 29, 2025
SynopsisUnreal Engine 4 First Person Shooter: Lifeforce Tenka Clone,...
Unreal Engine 4 First Person Shooter- Lifeforce Tenka Clone  No.1

Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone, available at $54.99, has an average rating of 4.4, with 75 lectures, based on 42 reviews, and has 435 subscribers.

You will learn about Creating enemy AI behaviours using Blackboards, Behaviour trees and tasks. Sound Implementation. Unreals 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 armatures bone at runtime using inverse kinematics. A reusable mechanic where we have a locked door that requires a specific key to open it. This course is ideal for individuals who are Beginner to intermediate Unreal engine users It is particularly useful for Beginner to intermediate Unreal engine users.

Enroll now: Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone

Summary

Title: Unreal Engine 4 First Person Shooter: Lifeforce Tenka Clone

Price: $54.99

Average Rating: 4.4

Number of Lectures: 75

Number of Published Lectures: 75

Number of Curriculum Items: 75

Number of Published Curriculum Objects: 75

Original Price: £24.99

Quality Status: approved

Status: Live

What You Will Learn

  • Creating enemy AI behaviours using Blackboards, Behaviour trees and tasks.
  • Sound Implementation.
  • Unreals 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 armatures bone at runtime using inverse kinematics.
  • A reusable mechanic where we have a locked door that requires a specific key to open it.
  • Who Should Attend

  • Beginner to intermediate Unreal engine users
  • Target Audiences

  • Beginner to intermediate Unreal engine users
  • 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.

    Course Curriculum

    Chapter 1: Getting started

    Lecture 1: Creating a new Unreal Engine Project

    Lecture 2: Preparing the game assets

    Chapter 2: Setting Up The Player

    Lecture 1: Player class setup

    Lecture 2: Player class component Setup

    Lecture 3: Gun socket attachment and walk animation

    Lecture 4: Setting up jumping

    Lecture 5: Setting up crouching

    Lecture 6: Setting up the sliding

    Lecture 7: Setting up the sprinting

    Lecture 8: Movement sound implementation

    Lecture 9: Setting up the shooting input event

    Lecture 10: Setting up the laser sight

    Lecture 11: Setting up the firing animation

    Lecture 12: Gun surface clipping prevention

    Lecture 13: Muzzle flash setup

    Lecture 14: Camera shake for movement and firing

    Lecture 15: Ammo consumption

    Lecture 16: Spawning the impact particle

    Lecture 17: Auto reload

    Chapter 3: Setting up the player HUD

    Lecture 1: Setting up the player HUD

    Lecture 2: Player HUD Logic

    Lecture 3: Adding the player HUD to the screen

    Lecture 4: Heart rate logic and exhaustion

    Chapter 4: Creating the pickups

    Lecture 1: Ammo pickup

    Lecture 2: Shield energy pickup

    Lecture 3: Security key pickup

    Chapter 5: Creating the security door

    Lecture 1: Security door class creation

    Chapter 6: Particle FX

    Lecture 1: Electric particle effect

    Lecture 2: Explosion particle effect

    Chapter 7: Creating the power core

    Lecture 1: Setting up the power core components

    Lecture 2: Creating the power core logic

    Chapter 8: Creating the turret

    Lecture 1: Turret projectile particle overview

    Lecture 2: Turret projectile components setup

    Lecture 3: Turret projectile class logic

    Lecture 4: Setting up the turret class

    Lecture 5: Turret logic

    Chapter 9: Player damage and death events

    Lecture 1: Player damage visual screen HUD events

    Lecture 2: Creating the game over HUD

    Lecture 3: Game over HUD logic

    Lecture 4: Player death events

    Chapter 10: Turret destruction

    Lecture 1: Destroying the turret

    Chapter 11: Creating the pause menu

    Lecture 1: Creating the pause menu UI

    Lecture 2: Creating the pause input

    Lecture 3: Pause menu logic

    Chapter 12: Creating the main menu

    Lecture 1: Creating the main menu class

    Lecture 2: Setting up the main menu part 1

    Lecture 3: Setting up the main menu part 2

    Chapter 13: Creating the objective menu

    Lecture 1: Setting up the objective HUD

    Lecture 2: Objective HUD logic

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

    Lecture 1: Creating the fade out widget

    Lecture 2: Creating the level complete class

    Chapter 15: Creating the drone

    Lecture 1: Drone class setup

    Lecture 2: Creating the drone hover motion values

    Lecture 3: Applying the drones hover motion

    Lecture 4: Damaging the drone

    Lecture 5: Drone evasive maneuvers

    Lecture 6: Drone AI class setup

    Lecture 7: Setting up the drones behaviour tree

    Lecture 8: Drone AI state logic part 1

    Lecture 9: Drone AI state logic part 2

    Lecture 10: Drone damage to player

    Lecture 11: Setting the drone target points

    Lecture 12: Drone event calls

    Lecture 13: Smooth AI rotation

    Lecture 14: AI nav link proxy

    Lecture 15: Drone seek mode

    Lecture 16: Drone door access

    Chapter 16: Creating the radar

    Lecture 1: Setting up the radar interface

    Lecture 2: Setting up the radar logic

    Lecture 3: Calling the radar

    Chapter 17: Creating the vent cover

    Lecture 1: The vent cover class

    Chapter 18: Level design your way

    Lecture 1: Editing Level 1 part 1

    Lecture 2: Editing Level 1 part 2

    Lecture 3: Removing debug prints

    Chapter 19: Packaging the game

    Lecture 1: Packaging the game

    Instructors

  • Unreal Engine 4 First Person Shooter- Lifeforce Tenka Clone  No.2
    Luke Jeffers
    Project Creator
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  • 2 stars: 2 votes
  • 3 stars: 3 votes
  • 4 stars: 16 votes
  • 5 stars: 21 votes
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