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Mobile Rts Game In Unity 2D - From Scratch To App Store - Printable Version

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Mobile Rts Game In Unity 2D - From Scratch To App Store - OneDDL - 12-20-2024

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Free Download 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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