Okay, so let's go ahead and jump into our task list. If you guys remember, I created a little list here called bonus goodies if we have time. Man, I don't want to do any of this. All right, let's go ahead and get this screaming enemy created. If you want to get 25% off full-time game dev, you got 5 days left. Look, you're going to learn GDO, Unreal, Unity, 2D, 3D, take your pick, any engine, it's up to you. You're going to learn how to pitch it to publishers or how to pitch it on Kickstarter and get funding on Kickstarter or how to get press coverage, how to launch your game. I call it the Steam Cannonball. You can do it anywhere. Doesn't matter where you are. You could start a game studio. I'm going to show you how to do it. Click the link below, check it out. So, first things first, fellas, what we're going to do is we're going to go ahead and throw in the enemy that we want to work on. Now, the thing is about gamedev is that often times the best thing you can do is reuse stuff you've already created, right? So, there's an enemy type that I have that basically does exactly what this enemy does. Charges up and then does a big screen. So, this is the enemy
currently, right? That's all he does, which is like it's like every other enemy. So, we really need something we really need something that feels more unique. So, what we're going to do is we're going to find the closest enemy we can to his behavior. What I want him to do is I want him to charge up and then scream like that. The closest enemy type to the scream is walker chain gun or walker automatic. How about walker machine gun? So this one right here, the clown. So first things first, this is why it's so important to have enemies that are sort of all sort of sourced or rooted in a kind of parent prefab. they're all variants of a parent prefab is that I can quickly just change the graphics here and make him the seahorse. So now we've got a seahorse with a chain gun currently is he's going to charge up the chain gun and then shoot it. The reason we're using this chain gun enemy is it's the same thing. He charges up and then so we're going to do that the same
kind of logic here. I don't want to have to go into the inspector for this enemy class and change all the stuff to get it perfect. Might as well just use the chain gun enemy and fix that. him. There he is. Okay, let's see if we have a scream animation. There we go. We've got screaming. And I'm going to just copy this. And then I'm going to paste them in his this new scream idle screaming. So, we're just going to move this over. And same thing, he you'll see bullets coming out of nowhere. Dne says, "Can I get a few more examples of the screen, please?" Okay, we're just going to swap these out with basically an activation of a of a hurt box. So, what we're going to do is just make a hurt box appear. Seriously, it should work. Please God. Right there. Activate
object one. And then I'm going to deactivate the hurt box. It's super straightforward. So, you just got to get out of his range. It's him. Oh, that hurts. Ed for so for some reason it doesn't hurt me. Oh, interesting. We're activating it at a strange spot. For some reason, the hurt box is not activating and deactivating properly. Let's put a mesh render on it so we can see it. Here we go. What a strange situation. So, we're going to go to idle screaming and I'm just going to turn it on. like that and then turn it off like that. So, this is what it'll look like. If it doesn't look like this, something's really wrong. I've never had a good sense of you. It's
kind of buggy. I will say a lot of this is going to have to do with sound, guys. So, let's go to Audacity and do some sound effects. I can't scream. I'm not very good at screaming, but I can moan and groan. So, that's good enough. And then we'll have a big scream. Now, how long's that that moan going to be? About at a second, and then he'll good. And let's go ahead and find a scream. We're going to jump to art list. art list.io. Nope. That's good. That's the one. Okay, we're going to keep that one, but then we're going to do this as well. And we're going to make it sound really coral with lots of different voices and maybe like a shock magic sound. That's how it needs to
feel. The initiation sound, you need to be able to mentally take note of it and go, "Okay, I just heard that sound. I need to run. [Applause] [Music] [Applause] So, it's it's him. Now I'm pissed. I've been juggling a lot. Oh, you think that's funny? There's no transition. Okay, I have a better idea. It's essentially a melee enemy, but all you do is change his It's essentially a melee enemy. Okay, I got it. I got it. It's essentially Say it again, Thomas. It's essentially a melee enemy. It's a melee enemy, but he's got an extra large range. Enemy field of view, enemy melee radius. Set it to 10 like uh to 15. And
then what we do, okay, I think I've got this, guys. We go to his armature. Then we have the Walker catwalk animator controller. If we go to his Seahorse Scream, all it is is it plays a sound and does that. So then what we want to do is activate the hurt box. I think this this is a much cleaner situation. Good. Okay. So, we just need to change the sound and I think we're good. Obviously, we need to have shock waves appear and electricity. So, we're almost there. I've been worried about this enemy for a long [Music] time. Okay, we definitely need to have there be a delay between each attack. So, the prep sound, I would rather it be a
baby. That's all we need. I want this enemy to have baby sounds and I realized that the scream doesn't match his other sounds. Which one is the most male sounding? That one. We're going to turn that down. We're going to drag in the bed cry. Here we go. Add a little bit of a low. Yeah, definitely need a delay there because it's like how am I supposed to get in there, you know? So, we'll we'll reverse this here and just sort of delay it a little bit. It's not going to be perfect, I'll tell you that. Time for the player to run in there and start beating him and then he starts to scream again. That's good enough, man. Bang, bang, bang, bang, bang. It's actually kind of cool. So, if we have a hammer, I can beat
him. I love that enemy. That's sick. That's cool. And then you just turn it off, I think. There we go. And we'll make it bigger. Oh, and he won't melee attack you, which is great. This is his melee attack. And then, guys, don't forget, don't be silly. We're going to make sure that we have a a sphere moving out of the enemy. Oh, I'm going to die. There we go. I told you. Oh sh see how it looks with maybe two of
them. Okay. Will he come towards me? Here he comes. Get out of here. That is a decent enemy. I really, really, really, really, really, really, really, really liked that. Wow. If you want to get 25% off full-time gamedev, you got 5 days left. Look, you're going to learn GDAU, Unreal, Unity, 2D, 3D, take your pick, any engine, it's up to you. You're going to learn how to pitch it to publishers or how to pitch it on Kickstarter and get funding on Kickstarter or how to get press coverage, how to launch your game. I call it the Steam Cannonball. You can do it anywhere. It doesn't matter where you are. You could start a game studio. I'm going to show you how to do it. Click the link below. Check it out. Cheers.
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Distilling the key insights…
Thomas Brush · 2026
Thomas Brush · 2026
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