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Rpg Core Combat Creator: Learn Intermediate Unity C# Coding - AD-TEAM - 12-04-2024 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. RapidGator TurboBit Rapidgator links are free direct download only for my subscriber, other hosts are free download for free users |