Build A Tower Defence Game With Unity And Blender - Printable Version +- Softwarez.Info - Software's World! (https://softwarez.info) +-- Forum: Library Zone (https://softwarez.info/Forum-Library-Zone) +--- Forum: Video Tutorials (https://softwarez.info/Forum-Video-Tutorials) +--- Thread: Build A Tower Defence Game With Unity And Blender (/Thread-Build-A-Tower-Defence-Game-With-Unity-And-Blender) |
Build A Tower Defence Game With Unity And Blender - AD-TEAM - 01-01-2025 Build A Tower Defence Game With Unity And Blender Published 4/2023 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 16.89 GB | Duration: 21h 59m Explore Tower Defence Game Mechanics through the creation of a game level by learning the programming and art creation. What you'll learn Work with pathfinding to create autonomous characters that navigate a 3D environment. Translate Tower Defence Game Mechanics into C# Code in Unity Use Blender to create modular 3D game objects for use in level design Design and develop moveable 3D models that can be programmatically moved with C# code in Unity Requirements Student will require a working knowledge of C# and Unity. No prior experience with Blender is required. Description Have you ever wanted to create your own computer game from scratch? Are you a programmer that would like to also create your own 3D art assets? Then this course is for you. In it, you will follow along learning both the coding and art side of game development giving you the necessary skills required to be an independent game developer.Dive right into over 20 hrs of hands-on content.This course takes a holistic view at creating a Tower Defence game level through the examination of game mechanics, coding exercises in C# with the Unity Game Engine, and 3D art asset creation in Blender.Through the investigation of this simple but compelling casual gaming genre, the course is broken into 2 parts that can be taken separately or together:In Part A learn how to program and work withathfindingCharacter AnimationUser Interface Development and ProgrammingEconomy systems including player lives, and money accumulation & spendingSpecial effects including sound effects, particle systems, and explosionsAutomated enemy-sensing towersIn Part B learn how to design and work with:BlenderModular 3D art assets for game level designProcedurally Generated TexturesA multipart game character with sub-meshes that can be independently controlled with code in UnityIn this course, Penny and Mike teach all the invaluable skills you will require to design, program, and model your own Tower Defence game from scratch. You will learn from their combined 40 years of knowledge about Unity and Blender through detailed descriptions and hands-on workshops.What students are saying about Penny and Mike's other courses:As a game developer with 3+ years experience under his belt, I would like to say that I have learned a lot, and also improved on what I knew already before the course. This course is absolute gold! I am a Software Engineering Teacher as well as a solo game developer, and of all the courses I have taken on Udemy, this is has been the most useful and eye opening by far.I've taken some great courses on this site, this has to be the best in terms of volume, clarity and thoroughness. In this course you will: 1) Learn several procedural generation methods 2) Learn some cool Blender functionality 3) Learn how to make a pathfinding algorithm I was only expecting number 1) but seeing how much extra stuff is here, I'm definitely coming back to go deeper and help some of the trickier stuff sink in. Can not recommend enough. Do this course now! Overview Section 1: Introduction Lecture 1 Introduction Lecture 2 Join the H3D Social Community Lecture 3 FAQs Lecture 4 Tower Defence Game Mechanics Section 2: Part A.02 Building A Tower Defence World Lecture 5 A Quick Introduction to Navigation Meshes Lecture 6 Creating a Navmesh Agent Lecture 7 Spawning Agents Lecture 8 Timing and Limits Section 3: Part A.03 Developing Tower Placement Mechanics Lecture 9 Programming Turret Drop Functionality Lecture 10 Programming Turret Drag Functionality Lecture 11 Controlling Turret Placement Lecture 12 Tweaking for Turret Models Section 4: Part A.04 Creating a User Interface Lecture 13 Adding Buttons to Select Turret Type Lecture 14 Instantiating a Turret from a Button Lecture 15 Developing a Turret Upgrade Menu Lecture 16 Activating and Closing the Upgrade Menu Lecture 17 Challenge: Add a new type of turret Section 5: Part A.05 Tower Defence Artificial Intelligences Lecture 18 Aiming at the Enemies Lecture 19 Tower Horizontal Targeting Lecture 20 Tower Vertical Targeting Lecture 21 Resetting Turrets to Original Positions Section 6: Part A.06 Building Destructible Enemies Lecture 22 Using Scriptable Objects to Hold Enemy Data Lecture 23 Displaying a Healthbar Lecture 24 Reducing Enemy Health Lecture 25 Improving Shooting Accuracy Section 7: Part A.07 Customising with Scriptable Objects Lecture 26 Customising Turret Properties Lecture 27 Programming with Turret Properties Lecture 28 Defining Individual Turret Types Lecture 29 Defining Individual Creep Types Lecture 30 Manually Working with Colliders Section 8: Part A.08 Sounds and Visual Effects Lecture 31 Building the Environment Lecture 32 Placing Platforms Lecture 33 Finessing Shooting Sounds Lecture 34 Particle System Flames Lecture 35 Switching Particle Systems on and off. Lecture 36 Adding Shooting Effects for Two-Gun Towers Lecture 37 Enemy Death Explosions Part 1 Lecture 38 Enemy Death Explosions Part 2 Lecture 39 Enemy Death Explosions Part 3 Section 9: Part A.09 Tower Defence Game Mechanics Lecture 40 Waves Part 1 Lecture 41 Waves Part 2 Lecture 42 UI Layout for Game Information Lecture 43 Displaying Wave Counts Lecture 44 Making Money Lecture 45 Counting Lives Lecture 46 Changing the Game Timescale Lecture 47 Spending Money on Towers Lecture 48 Upgrading and Removing Towers Lecture 49 Game Over Section 10: Part 2 B.02 Orentation Lecture 50 Project Overview Lecture 51 Reference Material Lecture 52 Our Workflow Lecture 53 Multiple Approaches Lecture 54 Are You Stuck? Lecture 55 Share Your Work Lecture 56 Course Resources Lecture 57 Help, I Have Made a Complete Mess! Section 11: Part B.03 New To Blender? Start Here! Lecture 58 Recommended Preferences Lecture 59 Editors and Workspaces Lecture 60 Context Matters Lecture 61 The 3D Viewport Lecture 62 Walk Mode Lecture 63 3D Editor Modes Lecture 64 Blender Is Shortcut Heavy! Lecture 65 F3 to Search Lecture 66 Adding Objects Lecture 67 Transforming Objects Lecture 68 Origins & 3D Cursor Lecture 69 Snapping Lecture 70 Duplication Lecture 71 Units and Entering Values Lecture 72 Editing Mesh Data Lecture 73 Objects VS Object Data Lecture 74 Extruding Lecture 75 Naming Lecture 76 Selecting Loops Lecture 77 Fills and Insets Lecture 78 Separate and Join Lecture 79 Parenting Lecture 80 Collections Lecture 81 Bevels Lecture 82 Mirroring Lecture 83 Adding More Details Lecture 84 Linked Data Lecture 85 Viewport Shading Lecture 86 What is a Material Lecture 87 Material Properties Lecture 88 Shading Workspace Overview Lecture 89 Adding Material Slots Lecture 90 See What the Camera Sees Lecture 91 Render Engines Lecture 92 Adding Lights To A Scene Lecture 93 Configuring Render Settings Section 12: Part 2 B.04 Establishing Our Pipeline Lecture 94 Section Introduction Lecture 95 Origins Are Important Lecture 96 Applying Transforms Lecture 97 Grid Snapping Lecture 98 Block Model The Environment Lecture 99 Local View & Hiding Lecture 100 Using Collections Lecture 101 Block Modelling A Turret Lecture 102 Re-Linking Duplicates Lecture 103 Adding Materials Lecture 104 Unity Opening .blend Files Lecture 105 FBX Exporting Lecture 106 Mistakes Happen Section 13: Part 2 B.05 Modular Models Lecture 107 What is Modular Lecture 108 Symmetrise And Mirrors Lecture 109 Mirror Tools Addon Lecture 110 What Parts and Parenting Lecture 111 Exporting Parented Objects 1 Lecture 112 Exporting Parented Objects 2 Lecture 113 Making a Standard Base Lecture 114 Making a Standard Core Lecture 115 Joining Objects Lecture 116 Snapping and Pivot Points Lecture 117 Scaling Positions Lecture 118 Duplicates Vs Circular Array Lecture 119 A Simple Driver Lecture 120 Finishing The Basic Gatling Lecture 121 Let's Export and Test Lecture 122 Bevelling Vertices Lecture 123 Face Intersect Lecture 124 The Boolean Modifier Lecture 125 Finishing the Rocket Launcher Lecture 126 Common Things To Miss Lecture 127 Making The Flamer Thrower Lecture 128 Using Curves for Pipes Lecture 129 Adding Details Lecture 130 Adding Detail Components Lecture 131 Testing The Final Model Section 14: Part 2 B.06 Procedural Materials Lecture 132 Why Procedural Materials Lecture 133 Shading Workspace Overview Lecture 134 New Workspace Layout Lecture 135 Setup Our Render Pipeline Lecture 136 Nodes, Sockets and Noodles Lecture 137 Playing With Masks Lecture 138 Creating a Basic Edge Mask Lecture 139 Creating A Group Node Lecture 140 Adding Detail to the Edge Mask Lecture 141 Testing Our Detailed Mask Lecture 142 The Ambient Occlusion Node Lecture 143 Using Textures Lecture 144 The Bump Node Lecture 145 Using Our Procedural Textures Lecture 146 Add Materials To All Turrets Section 15: PArt 2 B.07 Getting Game Ready and Export Lecture 147 Creating a New Image Texture Lecture 148 Smart UV Unwrapping Lecture 149 Multiple Object Unwrap Lecture 150 Baking Settings Lecture 151 Render Passes & Baking the Base Colour Lecture 152 Baking the Normal Map Lecture 153 Baking Ambient Occlusion Lecture 154 Baking a Metallic Map Lecture 155 Compositing a Metal - Smoothness Texture Beginner game development students who want to learn about tower defence mechanics.,Programmers who want a gentle introduction to creating their own 3D art assets. |