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.
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