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Mobile RTS Game in Unity 2D - From Scratch to App Store
#1
[Bild: b5c9fd963136c30c84ea843b704dbafa.jpg]

Mobile Rts Game In Unity 2D - From Scratch To App Store
Published 12/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 32.62 GB | Duration: 36h 24m

Create a Mobile RTS Game in Unity 2D. Build, Design and Code in C#. Publish to iOS and Android. Covers latest Unity 6!



What you'll learn
Develop and launch a mobile game from initial setup to app store publishing
Design engaging game mechanics and manage resources effectively
Build practical skills in coding, animation, and user interface design
Learn the end-to-end process of creating a professional, market-ready game

Requirements
Unity Fundamentals

Description
This course is made in latest Unity 6, but is still compatible with older versions of Unity.Build a Fully Functional Mobile RTS Game in Unity 2D and Publish It to the App StoresThis course offers a complete, step-by-step guide to developing, designing, and publishing a mobile real-time strategy (RTS) game using Unity 2D and C#. It's perfect for beginners who want to learn game development from scratch and for experienced developers looking to expand their skills in mobile RTS game creation.What Makes This Course Unique?You'll work on a single project from start to finish-building every feature yourself without relying on third-party libraries. This ensures you learn not just the "how," but also the "why" behind every system and mechanic.Course Highlights:Setup Your Game Environment:Start by setting up your Unity project and designing a game map with tilemaps and animated tiles. Learn to create dynamic environments and design immersive visuals for your RTS game.Character Creation and Animation:Animate game characters, including builders and warriors, with unique behaviors and appearances. Master Unity's animation tools to make your game come alive.Game Mechanics:Implement crucial gameplay systems like:Unit selection and movement with click-based interaction.Building placement and confirmation workflows, complete with real-time visual feedback.Unit actions, such as gathering resources, constructing buildings, and combat engagement.Resource Management SystemBig Grinevelop a resource economy where units collect and store wood and gold, enabling players to construct structures, train units, and unlock new gameplay opportunities.Pathfinding with A* Algorithm:Learn the fundamentals of pathfinding as you code your own A* algorithm. Ensure that units can navigate obstacles and follow smooth movement patterns on the game map.Enemy AI and State MachinesTonguerogram intelligent enemy behaviors using state machines, including movement, targeting, and attacking. Create dynamic enemy waves with unique challenges.Combat System and Unit AIBig Grinesign a combat system where units engage in battles with enemy waves. Implement stances like defensive and offensive modes, enabling strategic control of player units.Game Polishing:Enhance the user experience by adding features likeBig Grinamage popups and event announcements.Audio effects for footsteps, attacks, resource collection, and more.Camera controls for smooth navigation across the map.Final Game Improvements and Publishing:Test your game on iOS and Android devices, ensuring performance optimization. Learn the full deployment process for both platforms, including:Setting up store pages.Creating preview videos.Complying with store guidelines for publishing.By the End of This Course:You'll have a fully functional RTS game ready for release on mobile app stores. Moreover, you'll gain the skills to create, code, and publish future games, setting you on a path toward becoming a professional game developer.

Overview
Section 1: Introduction

Lecture 1 Course Preview

Lecture 2 Troubleshooting

Section 2: Setup the Map

Lecture 3 Setup Project

Lecture 4 Tilemaps

Lecture 5 More tilemaps

Lecture 6 Animated Tile

Lecture 7 Rocks and water tilemap

Section 3: Characters & Animations

Lecture 8 Builder and Warrior

Lecture 9 Create Unit class and move

Lecture 10 Builder and Warrior Animations

Lecture 11 Check if unit is moving

Lecture 12 Apply speed to animator

Section 4: Game Manager & Inputs

Lecture 13 Create Game Manager

Lecture 14 Singleton

Lecture 15 Get Input Position

Lecture 16 Prevent touch and mouse slides

Section 5: Unit Selection & Movement

Lecture 17 Move the active unit

Lecture 18 Select active unit

Lecture 19 Flip the unit

Lecture 20 Outline material

Lecture 21 Display highlight on Selection

Lecture 22 Load material from Resources

Section 6: Clicking Effect

Lecture 23 Point to click effect

Lecture 24 Fadeout effect

Lecture 25 Animation Curve

Lecture 26 Check for humanoid unit

Lecture 27 Change build target

Lecture 28 Deselect active unit

Section 7: Action Bar UI

Lecture 29 Action Bar Start

Lecture 30 Action Bar Background

Lecture 31 Clear and display actions

Lecture 32 Detect UI clicks + new getters

Lecture 33 Clear bar on Deselect

Section 8: Actions

Lecture 34 Build Tower Action

Lecture 35 Register actions

Lecture 36 Pass image to button

Lecture 37 Hook function to button

Section 9: Placement Process

Lecture 38 Placement Process

Lecture 39 Show Placement Outline

Lecture 40 Move placement outline

Lecture 41 HvoUtils

Lecture 42 Code refactor

Lecture 43 Snap To Grid

Section 10: Highlight Build Area

Lecture 44 Store highlight tiles

Lecture 45 Set tile color

Lecture 46 Offset the position

Lecture 47 Overlay tilemap

Lecture 48 Clear Highlights

Lecture 49 Display blocked tiles

Lecture 50 Unreachable tilemaps

Lecture 51 Check for blocked gameobjects

Section 11: Confirmation Flow

Lecture 52 Confirmation Bar

Lecture 53 Import new font

Lecture 54 Resource requirements display

Lecture 55 Show confirmation bar

Lecture 56 Setup Hooks

Lecture 57 Cancel build placement

Lecture 58 Try finalize placement

Lecture 59 Finalize placement process

Lecture 60 Try deduct resources

Lecture 61 Display required resources

Section 12: Building Process

Lecture 62 Start building process

Lecture 63 Move to structure

Lecture 64 Structure unit prefab

Lecture 65 Building process update

Lecture 66 Proximity Detection

Lecture 67 Task and State

Lecture 68 Set unit target

Lecture 69 Reset worker state

Lecture 70 Add and remove worker from building process

Lecture 71 Reassign worker to building

Lecture 72 Check for construction

Lecture 73 Building animation

Lecture 74 Finish Construction

Lecture 75 Construction Effect

Lecture 76 Display click build effect

Section 13: Pathfinding

Lecture 77 Pathfiding start

Lecture 78 Tilemap Manager

Lecture 79 Initialize Node Grid

Lecture 80 Check if tile is walkable

Lecture 81 Keep center position separate

Lecture 82 Find Node

Section 14: Pathfinding - A* Algorithm

Lecture 83 Manhattan Distance

Lecture 84 A* Theory

Lecture 85 Open and Close List

Lecture 86 Get all neighbors

Lecture 87 Complete Closed List

Lecture 88 Retrace path

Lecture 89 Get path with click

Lecture 90 Follow the path

Section 15: Pathfinding - Improvements

Lecture 91 Check for the same end node

Lecture 92 Fix abrupt movements

Lecture 93 Reset Nodes

Lecture 94 Smoothing Speed

Lecture 95 Can walk at building tile

Lecture 96 Update Node Walkability

Lecture 97 Move to closest node

Lecture 98 Turn to new position

Section 16: Camera Setup

Lecture 99 Camera Controller

Lecture 100 Lock Camera

Section 17: Enemies

Lecture 101 Enemy Unit

Lecture 102 Change Layers

Lecture 103 Keep units in lists

Lecture 104 Detect Foe

Lecture 105 Detection check rate

Section 18: Enemy Statemachine

Lecture 106 Enemy state machine

Lecture 107 Try attack target

Lecture 108 Stop movement

Lecture 109 Attack Triggers

Lecture 110 Attack commitment time

Lecture 111 Delay damage

Section 19: Damage Text Popups

Lecture 112 Textpopup prefab

Lecture 113 Spawn text popup

Lecture 114 Floating text curves

Lecture 115 Playing with anim curves

Lecture 116 Randomize X Direction

Lecture 117 Floating text size update

Section 20: Dead Scenario

Lecture 118 Handle dead scenario

Lecture 119 Destroy unit and cleanup

Lecture 120 Dead Animation

Lecture 121 Unregister unit correctly

Lecture 122 Stop attacking when unit is dead

Lecture 123 Damage flash effect

Lecture 124 Multiple damage flash effect

Section 21: Player Soldier AI

Lecture 125 Handle click on enemy & soldier

Lecture 126 React to attack task

Lecture 127 Simple soldier AI

Lecture 128 Auto Engage in fight

Lecture 129 Retreat from battle

Section 22: Attack Stances

Lecture 130 Unit Stances

Lecture 131 Expose stance to unit

Lecture 132 Apply stances to soldier

Lecture 133 Destination source

Lecture 134 Fix issue with none task

Lecture 135 Stop moving in defensive stance

Lecture 136 Fix Ai Pawn and Attack Range

Section 23: Focus Stance in UI

Lecture 137 Focus action

Lecture 138 Focus action on click

Lecture 139 Focus action initialy

Lecture 140 Fix flash coroutine

Lecture 141 Fix player attack time

Section 24: Separation Algorithm

Lecture 142 Apply separation start

Lecture 143 Separation Vector

Lecture 144 Fix turn to target and action bar

Lecture 145 Fix attack ranges

Section 25: Tower & Projectiles

Lecture 146 Spawn Projectile

Lecture 147 Tower detects enemy

Lecture 148 Move and rotate projectile

Lecture 149 Deal damage with Projectile

Lecture 150 Apply cooldowns to tower attack

Lecture 151 Handle tower dead

Lecture 152 Tower attack optimization

Section 26: Ranged Units

Lecture 153 Ranger Unit

Lecture 154 Shoot arrows

Lecture 155 Enemy ranger unit

Lecture 156 Throw dynamites

Lecture 157 Dynamite rotation & unit prefabs

Section 27: Wood Collection - Part 1

Lecture 158 Trees and Wood Storage

Lecture 159 Detect click on tree

Lecture 160 Display chop icon

Lecture 161 Set task to chop tree

Lecture 162 Unoccupy tree

Lecture 163 Release tree after dead

Lecture 164 Detect assigned tree

Lecture 165 Chopping animation

Lecture 166 Collect Wood

Section 28: Wood Return - Part 2

Lecture 167 Tree Hit Animation

Lecture 168 Display Wood Resource

Lecture 169 Holding Resource Animation

Lecture 170 Find closest wood storage

Lecture 171 Return lumber

Lecture 172 Go back to chopping

Lecture 173 Handle click on wood storage

Lecture 174 Increase wood globaly

Lecture 175 Add Resource Display UI

Lecture 176 Update Resources in UI

Section 29: Gold Minning

Lecture 177 Keep and Gold Mine

Lecture 178 Handle Clicks on Gold Mine

Lecture 179 Refactor try get resource

Lecture 180 Handle minning task

Lecture 181 Try to enter mine

Lecture 182 Release the worker

Lecture 183 Store gold

Lecture 184 Refactor return resources

Lecture 185 Return gold when clicking on gold storage

Lecture 186 Refactor build click checks

Lecture 187 Display gold mine as active

Section 30: Map Design

Lecture 188 Work on new map

Lecture 189 Map Decoration

Lecture 190 Unbuildable tilemap

Section 31: Train new Units

Lecture 191 Train Unit Actions

Lecture 192 Setup training hooks

Lecture 193 Train Unit

Lecture 194 Train units improvements

Section 32: Enemy Spawner

Lecture 195 King Unit

Lecture 196 Enemy spawner config

Lecture 197 Startup spawner

Lecture 198 Core Spawn Functionality

Lecture 199 Spawn Enemies

Lecture 200 Attack king unit

Section 33: Audio

Lecture 201 Audio Manager Start

Lecture 202 Audio Setting

Lecture 203 Audio Source

Lecture 204 Play sound beginnings

Lecture 205 Get Audio Source

Lecture 206 Play Attack Sound

Lecture 207 Return source to pool

Lecture 208 Play interaction sound

Lecture 209 More Interaction Sounds

Lecture 210 Archer and Tower Attack Sounds

Lecture 211 Enemy Attack Sounds

Lecture 212 Termination sound

Lecture 213 Chopping sound

Lecture 214 Footstep sound

Lecture 215 Placement and Build Sound

Lecture 216 Castle Interaction Sound

Lecture 217 Background theme music

Section 34: Final Game Improvements

Lecture 218 Menu Scene

Lecture 219 Menu scene controls

Lecture 220 Stop the game - game over

Lecture 221 Game over layout

Lecture 222 Game over script

Lecture 223 Handle restart with errors

Lecture 224 Fix game restart

Lecture 225 Fix issues with building targeting

Lecture 226 Ui button clicks

Lecture 227 Final Test

Section 35: Preview Page & Build

Lecture 228 Init Preview Web Page

Lecture 229 Deploy preview page to vercel

Lecture 230 Customizing the preview page

Lecture 231 Setup build details

Section 36: IOS - Deployment

Lecture 232 Setup game on Apple Store

Lecture 233 Prepare the ios build

Lecture 234 Balancing the game

Lecture 235 Distribute the IOS Build

Lecture 236 Submit your game (ios)

Section 37: Android - Deployment

Lecture 237 Create Google Play App

Lecture 238 Fill up the app listing

Lecture 239 Building the game

Lecture 240 Balancing the game

Lecture 241 Test the game again

Lecture 242 Providing game information

Section 38: Wrap Up!

Lecture 243 Wrap Up

Aspiring game developers eager to build and publish their first mobile game,Unity users looking to expand into 2D game development,Developers interested in hands-on, project-based learning for RTS games,Anyone wanting to learn the full process of creatin, and releasing a game on mobile platforms


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