Ghost_Tales

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Ghost_Tales

Ghost_Tales

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In this video we create our "Equipment" and "Armor" item sub classes, along with our "Head", "Body", "Leg" and "Hand" equipment classes. We then create an equipment item for each slot type. Finally, we create the functionality to modify player absorptions and resistances when equipping and unequipping items.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

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► EPISODE 63

In this video we add in our "Two Hand" attack logic and animation states. We also create our "Static Effect" system. What is a static effect? A static effect is an effect that modifies the character in some way that is semi-permanent. For example, let's say you have a helmet that adds 5 strength upon equipping it. It would add the static effect +5 To Strength Modifier. Removing the helmet would remove the +5 To Strength Modifier. We use this system to add the strength bonus that comes with two handing a weapon. Two handing a weapon adds the character's strength level / 2 to their strength modifier.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 63

In this video we add the functionality to place un-two handed weapons to a "back slot" whilst the two handed weapon is placed in the main hand slot. We then add in our blocking and locomotion two hand blend trees, making it so that you are able to block and move with a two handed weapon whilst displaying all of the proper animations.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 62

In this video we begin work on our "Two Hand" weapon system. We begin by creating the input functionality for two handing a weapon. We then move to the network functionality which includes syncing the two hand status, along with which weapon is currently being two handed.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 60

In this video we add in our "Poise" system. What is Poise? Put simply Poise is the stat that determines if you will become stunned during a damage animation. We also add in a "flinch" system. If you are NOT Poise broken, this will play a damage animation on the body and head causing your character to "flinch" without restricting their ability to move and perform actions.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 60

In this video we finish work on our blocking system. We add in "poise" damage to our take block damage effect. The higher the poise damage, the higher the intensity of the blocking animation. We then calculate stamina damage upon blocking. The blocking character loses stamina depending on the stability of their block, if the blocking characters stamina reaches 0 they become "guard broken."

► FREE SFX
https://sonniss.com/gameaudiogdc

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 59

In this video we continue work on our blocking system. We begin by creating the blocking locomotion blend tree. We then set up blocking weapons to take over our controller whilst being used. We end by giving weapon items blocking absorption values, and we assign those values to our character upon blocking.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 58

In this video we create functionality to "override" our animator controller based on the weapon we are currently using. We use an override controller which allows us to override specific animations on the base controller.

For example, let's say you want all of the action animations of the base controller. (Roll, pull lever, open door) However you need specific attack animations to change when you change your weapon. (Light Attack 01, Heavy Attack 01, ect) The override controller can keep the animations needed, whilst swapping out other animations with the ones you need.

In short, using a straight sword will cause the controller to play straight sword attacks, whilst using a spear will cause the controller to play spear attacks.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 57

In this video we begin work on our blocking system. We begin by creating the logic to detect a valid block. Next we create a "TakeBlockDamage" character effect. This effect will be given information from the damage collider and from there will determine things like block sounds, video effects, animation and final damage done to the target.

► Brazier Model
https://sketchfab.com/3d-models/brazier-5075b8536cd141b68b4b621bd0d18808

► Activation Animation
https://www.mixamo.com/#/?page=1&query=reach+out

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 56

In this video we create the base functionality for our "Sites Of Grace". We begin by dropping in a placeholder model. We then add the functionality to allow the player to "Activate" and "Rest" at the site. Activating saves the activation status to the player profile, whilst resting respawns all enemies in the world, and refills player health and stamina.

► Brazier Model
https://sketchfab.com/3d-models/brazier-5075b8536cd141b68b4b621bd0d18808

► Activation Animation
https://www.mixamo.com/#/?page=1&query=reach+out

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 55

In this video we re-visit and complete our Fog Wall Interactable. Now with our Interaction system in place, we are able to give the Fog Wall functionality that will allow players on the outside to pass through it, whilst keeping the players on the inside, inside the boss arena.

► In-scene (placed) NetworkObjects
https://docs-multiplayer.unity3d.com/netcode/current/basics/scenemanagement/inscene-placed-networkobjects/

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 54

(RE-UPLOADED DUE TO RENDERING ERROR)

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.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 53

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.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 52

In this video we create "World Space" character HP bars. This basically means that we create a HP bar that will appear over a characters head when they are damaged. The HP bar will appear when health is changed, and stay present for 3 seconds. If the HP of the character is changed, the timer is reset to 3. Any damage taken whilst the HP bar is active will be displayed via text. We also add an option to display a characters name with the HP bar.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 52

In this video we create a system to "queue" an input. What is the benefit of this? Let us say you perform a light attack and wish to do a combo. Lets assume the frame at which you are allowed to combo is frame 24. Without an input queue, you would have to press the light attack button at exactly frame 24. What will most likely happen, is the button is pressed a few frames late causing a minor delay in executing your attack. With an input queue however, we can press the button several frames early, the game will remember this input and perform the combo as soon as it is allowed to do so.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 51

In this video we add running, rolling and back stepping attacks to our weapon action setup. We also modify our players locomotion logic to allow for player rotation during specific attack frames.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 50

In this video we begin by adding a "Boss Defeated" pop up message upon defeating a boss, we then add a a "Phase Shift" event to our boss, causing the boss to play an animation and change it's attack patterns when a specific health percentage is reached. Lastly we create a system to play a music track upon activating the boss fight. A special thank you to Urorem for taking the time to make the boss track for the tutorial series. Cheers my friend.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► MUSIC TRACK (By Discord User Urorem)
https://www.patreon.com/posts/98603914?pr=true

► Check Out Urorem's Bandcamp
https://urorem.bandcamp.com/album/urorem

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 49

In this video we add a "Sleep State" to our boss. This will allow the boss to play a sleeping and waking animation if you have not started the fight before. We learn how to use a trigger to enable the boss fight, and finally we create a boss HP bar system that can support multiple bosses at once.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► DURK ANIMATIONS & SOURCE CODE
https://www.patreon.com/posts/97264019?pr=true

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 48

In this video we begin by setting up our bosses damageable colliders, we then add whooshes and grunts to our bosses attacks. After this, we write a script that will automatically play foot step sounds. The script can also play different sounds for different terrain if enabled. Lastly, we add some particle effects to an attack to improve its effect visually.

FREE PARTICLES USED
https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-remaster-free-109565

FREE VOICE SFX USED
https://assetstore.unity.com/publishers/52638

FREE "IMPACT" SFX
https://assetstore.unity.com/packages/audio/sound-fx/grenade-sound-fx-147490#reviews

AUDACITY
https://www.audacityteam.org

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► DURK ANIMATIONS & SOURCE CODE
https://www.patreon.com/posts/97264019?pr=true

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 47

In this video we set up our boss character with some states, animations and attacks making them combat ready, whilst setting up the animation states we review things like damage collider timing, and attack tracking. We also add invulnerability to the dodge roll.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► DURK ANIMATIONS & SOURCE CODE
https://www.patreon.com/posts/97264019?pr=true

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 46

In this video we create our first "Fog Wall". The fog wall will appear in the world if the boss has been awakened (Fight attempted at least once) and has not been defeated.

We spawn the fog wall object into the world using a Network Object Spawner (Similar to character spawner). It is then added to a "Fog Wall" list where the bosses of the world can grab it based on their I.D and activate/deactivate them during fight sequences.

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 45

In this video we begin the setup of our "Boss Event". We begin by assigning each boss a unique ID. The boss will spawn in the world depending on its "isDefeated" status. If you've already encountered the boss and have defeated it, we will save this piece of data to our character slot, so that when the area is reloaded, the boss will not spawn. We do this by using a serializable dictionary. This will allow us to save dictionaries in our save data. Lastly, we sync disabled objects across the network, so an object disabled for the host is also disabled for connected clients.

► DURK MODEL
https://www.patreon.com/posts/95946984?pr=true

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 44

In this video we development functionality to spawn large amounts of A.I in a very simplistic approach. We then set up our Boss character prefab, and layout the plans for our first boss sequence.

► DURK MODEL

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 41
https://youtu.be/mmjAYDoH4AY

In this video we learn to automatically play "whoosh" weapon SFX during melee attacks. We do this but attaching a sound effect function to our damage collider events. We then similarly place functionality to play a damage "grunt" and an attack "grunt" during damage animations and attack animations. Free sound effects used in the video linked below.

► FREE SOUND EFFECTS
https://assetstore.unity.com/publishers/52638

► UNDEAD/ZOMBIE ANIMATIONS
https://assetstore.unity.com/packages/3d/animations/zombie-animation-set-268209

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 41

In this video we use animation events to open and close damage colliders during our enemies attack actions. We also set each attacks damage using a base damage multiplied by an attack modifier. Lastly we create a window for each attack our A.I has, where they are able to "track" their target whilst attacking.

► UNDEAD/ZOMBIE ANIMATIONS
https://assetstore.unity.com/packages/3d/animations/zombie-animation-set-268209

► DEV LOGS (Second Channel)
https://www.youtube.com/@SebbyGraves

► JOIN OUR DISCORD
https://discord.gg/jC6EXKa9Fj

► SUPPORT ME ON PATREON!
http://www.patreon.com/SebastianGraves

► ASSET STORE PAGE (Animations & Models)
https://assetstore.unity.com/publishers/58059

► FOLLOW ME IN INSTAGRAM!
https://www.instagram.com/tragicallycanadian/

► EPISODE 41

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Created 4 years, 11 months ago.

41 videos

Category Gaming