Themabewertung:
  • 0 Bewertung(en) - 0 im Durchschnitt
  • 1
  • 2
  • 3
  • 4
  • 5
Rpg Core Combat Creator: Learn Intermediate Unity C# Coding
#1
[Bild: gvzetwiuquuozqrlv83mwhckv0.jpg]

Rpg Core Combat Creator: Learn Intermediate Unity C# Coding
Last updated 6/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 12.18 GB | Duration: 27h 45m

Build Combat for Role Playing Game (RPG) in Unity. Tutorials Cover Code Architecture & Video Game Design.



What you'll learn
Create core combat mechanics for melee, ranged and special attacks.
More advanced C# techniques such as interfaces, delegates, and co-routines.
Create pathfinding systems and patrol paths for enemies and NPCs.
Make a detailed level with terrain, enemies, triggers, lighting, particles and props.
Balance the player and enemy stats (eg. health, damage, movement, attack speed, and more).
Advanced game design, project management and code architecture strategies.
Requirements
You should be able to write basic C# (loops, conditionals, components, etc)
Some familiarity with Unity's APIs is helpful.
You should know your way round Unity 5's editor.

Description
Role Playing Games can be complex to create, with many interacting gameplay systems. We make it easy for you! Learn, step-by-step, how to make the foundations of any good RPG combat system - from scratch.In this course we're focusing on the core of any great RPG, giving your players a fun combat moment in a well crafted level, based upon a solid game design, built using a robust code architecture. You will follow our project, but also make the game entirely your own.This highly acclaimed course was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a pre-requisite.The course can be a standalone course, or can be taken as the first part in our RPG series. The three other separate courses in this series teach the Inventory system, Shops and Abilities, and Dialogue and Quests.This is a highly realistic and comprehensive introduction to real game development. We'll be taking you through our process step-by-step, with all decisions justified and all avenues explored.Fancy something a little different to get started? Check out GameDev's other courses, just look for the green logo as your guide.We will be dealing with player movement, NavMesh navigation, AI pathfinding, save and loading systems, basic pick ups, using asset packs, debug code, making particle effects and more. We'll also give you a robust code architecture for managing more complex projects by setting up namespaces. You'll need a basic grasp of Unity and C# before you get start, from there we'll be teaching you more advanced programming techniques such as C# delegates, interfaces, co-routines and more.Building an RPG is an amazing way to level-up your game development skills, so why not join us and get started improving your game development right now?Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).

Overview

Section 1: Introduction & Setup

Lecture 1 Welcome To The Course

Lecture 2 Install Unity 2018.3

Lecture 3 Install Visual Studio Code

Lecture 4 Not Making Intellisense?

Lecture 5 Quick Game Design Overview

Lecture 6 Architectural Overview

Lecture 7 Community & Support

Section 2: Basic Movement

Lecture 8 Section Overview - Basic Movement

Lecture 9 Create A Simple Sandbox

Lecture 10 Move Using Nav Mesh Agent

Lecture 11 Refining Your Nav Mesh

Lecture 12 Introduction To Raycasting

Lecture 13 Implement Click-To-Move

Lecture 14 Create A Fixed Follow Camera

Lecture 15 Animation Blend Trees

Lecture 16 Match Animation To Movement

Lecture 17 Basic Movement Tweaks

Lecture 18 Project Folder Structure

Section 3: High Level Game Design

Lecture 19 Section Intro - High Level Design

Lecture 20 1.5 Page Game Design Document

Lecture 21 The Player Experience

Lecture 22 First Draft Of Your GDD

Section 4: Basic Combat

Lecture 23 Section Overview - Basic Combat

Lecture 24 Separating The Control Layer

Lecture 25 Namespaces To See Dependencies

Lecture 26 Raycasting For Components

Lecture 27 Implementing Action Priority

Lecture 28 Move Within Range

Lecture 29 Cancelling Combat With Movement

Lecture 30 Decoupling Dependency Cycles

Lecture 31 Dependency Inversion With Interfaces

Lecture 32 Add Attack Animation

Lecture 33 Trigger Animation In Code

Lecture 34 Throttling Our Attacks

Lecture 35 Taking Damage

Lecture 36 Nested Prefabs And Variants

Lecture 37 Using Prefab Variants

Lecture 38 Any State Animations

Lecture 39 Trigger Death Animation

Lecture 40 Stop Attacking Already

Lecture 41 Look Them In The Eyes

Lecture 42 Ignore Dead Enemies

Lecture 43 Bugs? What Bugs?

Section 5: Enemy AI

Lecture 44 Section Overview - Enemy AI

Lecture 45 Calculating AI Chase Distance

Lecture 46 Swappable Control Systems

Lecture 47 Disable Control When Dead

Lecture 48 Visualising With Gizmos

Lecture 49 AI Guarding Behaviour

Lecture 50 That's Some Suspicious Behaviour

Lecture 51 Visualising Waypoints

Lecture 52 Waypoint Loops

Lecture 53 Patrolling Behaviour

Lecture 54 Dwelling At Waypoints

Section 6: First Moment

Lecture 55 Section Overview - First Moment

Lecture 56 Design A Moment

Lecture 57 Sketch Your Moment

Lecture 58 Tips To Improve Workflow

Lecture 59 Craft The Environment

Lecture 60 Hits-To-Kill Design Metric

Lecture 61 Tweak Enemy Patrol

Lecture 62 Cinemachine Follow Camera

Lecture 63 Make Cinematic Sequence

Lecture 64 Trigger Cinemachine Cut Scene

Lecture 65 The Observer Pattern In C#

Lecture 66 Player Input In Cutscenes

Section 7: Scene Management

Lecture 67 Section Overview - Scene Management

Lecture 68 Make A Second Scene

Lecture 69 Scene Loading Portals

Lecture 70 How Coroutines Work

Lecture 71 Wait For Scene To Load

Lecture 72 Player Spawn Point

Lecture 73 Cross Scene References

Lecture 74 Canvas Groups For Fading

Lecture 75 Nested Coroutines For Fading

Lecture 76 Avoiding The Singleton Pattern

Section 8: Saving Asset Pack

Lecture 77 Section Overview: Saving Asset Pack

Lecture 78 The Saving System Overview

Lecture 79 Triggering Saving And Loading

Lecture 80 Saveable Components And GameObjects

Lecture 81 Challenge: Saveable Health

Lecture 82 Checkpoints Between Scenes

Lecture 83 Loading The Saved Scene

Lecture 84 BONUS: Capturing Multiple Parameters

Lecture 85 BONUS: Runtime Objects

Section 9: Saving System

Lecture 86 Skip Or Continue

Lecture 87 Section Overview: Saving System

Lecture 88 Save System Design

Lecture 89 Overview Of Binary Serialization

Lecture 90 File Paths In C#

Lecture 91 Understanding Unicode

Lecture 92 Filestream Read And Write In C#

Lecture 93 Converting To Binary In C#

Lecture 94 BinaryFormatter For Serialization

Lecture 95 Saveable Entities

Lecture 96 Generating UUIDs In C#

Lecture 97 Editing SerializedFields

Lecture 98 Serializing With SaveableEntities

Lecture 99 Saving Multiple Scenes - Part 1

Lecture 100 Saving Multiple Scenes - Part 2

Lecture 101 Checkpoints Between Scenes

Lecture 102 ISaveable Components

Lecture 103 Deduplicating UUIDs

Lecture 104 Restoring Health

Lecture 105 Reloading The Last Scene

Lecture 106 Fading Before Scene Load

Section 10: Simple Weapons

Lecture 107 Section Overview: Simple Weapons

Lecture 108 Equip A Weapon

Lecture 109 Animator Override Controller

Lecture 110 Creating Scriptable Objects

Lecture 111 Unarmed As A Weapon

Lecture 112 Basic Weapon Pickup

Lecture 113 Left Handed Weapons

Lecture 114 Make A Weapon Projectile

Lecture 115 Shoot Projectiles

Lecture 116 Damage From Projectiles

Lecture 117 Trails & Prefab Variants

Lecture 118 Destroy Old Weapon

Lecture 119 Improve Projectile Behaviour

Lecture 120 Fireball Weapon & Pickup

Lecture 121 Fireball Particle System

Lecture 122 Projectile Impact Effect

Lecture 123 Destroy The Unwanted

Lecture 124 Resetting The Default Animator

Lecture 125 Dynamic Resource Loading

Lecture 126 Saving Weapon Choice

Lecture 127 Pickup Respawning

Section 11: Character Stats

Lecture 128 Progression Design

Lecture 129 Progression Scriptable Object

Lecture 130 Looking Up The Health Stat

Lecture 131 Debug Health Display

Lecture 132 Enemy Health Display

Lecture 133 Awarding Experience Points

Lecture 134 Editing Scriptable Object Files

Lecture 135 Finding A Stat By Enum

Lecture 136 Saving Experience Points

Lecture 137 Displaying Experience

Lecture 138 Performant Lookups With Dictionaries

Lecture 139 Levelling Up

Lecture 140 Displaying The Level

Lecture 141 Squashing Health Bugs

Lecture 142 Events And Delegates

Lecture 143 Delegates And Actions For Leveling Up

Lecture 144 Saving Race Conditions

Lecture 145 Level Up Events And Particle Effects

Lecture 146 Damage Progression

Lecture 147 Extensible Modifier System

Lecture 148 Percentage Modifiers

Lecture 149 Data Hazards And Race Conditions

Lecture 150 Hunting Down Race Conditions

Lecture 151 Awake vs Start

Lecture 152 Lazy Initialisation

Lecture 153 Progression Stats Spreadsheet

Section 12: Final Polish

Lecture 154 Configurable Cursors

Lecture 155 Cursors And UI

Lecture 156 Generic Raycastable Components

Lecture 157 Cursor Type With IRaycastable

Lecture 158 Raycast Sorting

Lecture 159 Raycasting To A NavMesh

Lecture 160 Calculating A NavMesh Path

Lecture 161 In Game UI

Lecture 162 Text Fading Animation

Lecture 163 Spawning Damage Text

Lecture 164 Using Unity Events

Lecture 165 Updating The Damage Text Value

Lecture 166 Unity Events With Parameters

Lecture 167 Health Bar UI

Lecture 168 Updating The Health Bar Scale

Lecture 169 Disabling Empty Health Bars

Lecture 170 Fixing The Fader

Lecture 171 Coroutine Race Conditions

Lecture 172 Camera Facing LateUpdate Fix

Lecture 173 Sound Effects And UnityEvents

Lecture 174 Weapon Prefab Refactor

Lecture 175 Fighter To Weapon Communication

Lecture 176 Boom Microphone Audio Listener

Lecture 177 Health Pickup Hack

Lecture 178 Visual Polish Audit

Lecture 179 Visual Polish Part 1

Lecture 180 Visual Polish - Macro Details

Lecture 181 Visual Polish - Micro Details

Lecture 182 Combat Moment Fine Tuning

Lecture 183 Bug: Attacking Distant Enemies

Lecture 184 Enemy AI Agro

Lecture 185 Enemy Mob Mechanics

Lecture 186 Bug: Shooting Over Water

Lecture 187 You've Finished The Course!

Section 13: Continuing Your GameDev Journey

Lecture 188 Bonus Lecture

Lecture 189 Coupon For Original Course Content

This course is for intermediate Unity users who want to create their own RPG.,Our Complete Unity Developer course provides the perfect pre-requisite.

Homepage

[Bild: 59crafttheenvironmentttjy2.jpg]



Download from Rapidgator:
Zitieren


Möglicherweise verwandte Themen…
Thema Verfasser Antworten Ansichten Letzter Beitrag
  Turn-Based Tactical Combat On Grid - Unreal Engine Blueprint Panter 0 46 27.12.2023, 23:31
Letzter Beitrag: Panter
  Polish Language, Polish Course - Learn Polish Intermediate Panter 0 62 03.12.2023, 01:50
Letzter Beitrag: Panter
  The Complete French Course : Learn French - Low Intermediate Panter 0 59 29.11.2023, 12:49
Letzter Beitrag: Panter
  The Foundations of Self Defense - Progressive Combat Systems Panter 0 66 14.10.2023, 00:48
Letzter Beitrag: Panter
  Full Intermediate English Course | Learn Intensive English Panter 0 61 12.08.2023, 01:04
Letzter Beitrag: Panter
  Learn Unity'S Entity Component System To Optimise Your Games Panter 0 67 03.03.2023, 18:08
Letzter Beitrag: Panter

Gehe zu:


Benutzer, die gerade dieses Thema anschauen: 1 Gast/Gäste
Expand chat