RPG Core Combat Creator: Learn Intermediate Unity C# Coding
- Offered byUDEMY
RPG Core Combat Creator: Learn Intermediate Unity C# Coding at UDEMY Overview
Duration | 28 hours |
Total fee | ₹449 |
Mode of learning | Online |
Difficulty level | Intermediate |
Official Website | Go to Website |
Credential | Certificate |
RPG Core Combat Creator: Learn Intermediate Unity C# Coding at UDEMY Highlights
- Earn a Certificate on successful completion
- Get Full Lifetime Access
- 30-Day Money-Back Guarantee
- 15 downloadable resources
- Access on mobile and TV
RPG Core Combat Creator: Learn Intermediate Unity C# Coding at UDEMY Course details
- This course is for intermediate Unity users who want to create their own RPG.
- Our Complete Unity Developer course provides the perfect pre-requisite.
- 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.
- UPDATE September 2019: We have updated and improved the course using Unity 2018.3 based on feedback from our community. Enjoy! * 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. This course is the first part in our RPG series. The second part will focus on the inventory system and will be available as a separate course. Role Playing Games can be complex to create, with many interacting gameplay systems. We make it easy for you, with this online course that teaches you 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 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 you game development skills, so why not join us and get started improving your game development right now?
RPG Core Combat Creator: Learn Intermediate Unity C# Coding at UDEMY Curriculum
Introduction & Setup
Welcome To The Course
Coupon For Original Course Content
Install Unity 2018.3
Install Visual Studio Code
Not Making Intellisense?
Quick Game Design Overview
Architectural Overview
Community & Support
Basic Movement
Section Overview - Basic Movement
Create A Simple Sandbox
Move Using Nav Mesh Agent
Refining Your Nav Mesh
Introduction To Raycasting
Implement Click-To-Move
Create A Fixed Follow Camera
Animation Blend Trees
Match Animation To Movement
Basic Movement Tweaks
Project Folder Structure
High Level Game Design
Section Intro - High Level Design
1.5 Page Game Design Document
The Player Experience
First Draft Of Your GDD
Basic Combat
Section Overview - Basic Combat
Separating The Control Layer
Namespaces To See Dependencies
Raycasting For Components
Implementing Action Priority
Move Within Range
Cancelling Combat With Movement
Decoupling Dependency Cycles
Dependency Inversion With Interfaces
Add Attack Animation
Trigger Animation In Code
Throttling Our Attacks
Taking Damage
Nested Prefabs And Variants
Using Prefab Variants
Any State Animations
Trigger Death Animation
Stop Attacking Already
Look Them In The Eyes
Ignore Dead Enemies
Bugs? What Bugs?
Enemy AI
Section Overview - Enemy AI
Calculating AI Chase Distance
Swappable Control Systems
Disable Control When Dead
Visualising With Gizmos
AI Guarding Behaviour
That's Some Suspicious Behaviour
Visualising Waypoints
Waypoint Loops
Patrolling Behaviour
Dwelling At Waypoints
First Moment
Section Overview - First Moment
Design A Moment
Sketch Your Moment
Tips To Improve Workflow
Craft The Environment
Hits-To-Kill Design Metric
Tweak Enemy Patrol
Cinemachine Follow Camera
Make Cinematic Sequence
Trigger Cinemachine Cut Scene
The Observer Pattern In C#
Player Input In Cutscenes
Scene Management
Section Overview - Scene Management
Make A Second Scene
Scene Loading Portals
How Coroutines Work
Wait For Scene To Load
Player Spawn Point
Cross Scene References
Canvas Groups For Fading
Nested Coroutines For Fading
Avoiding The Singleton Pattern
Saving Asset Pack
Section Overview: Saving Asset Pack
The Saving System Overview
Triggering Saving And Loading
Saveable Components And GameObjects
Challenge: Saveable Health
Checkpoints Between Scenes
Loading The Saved Scene
BONUS: Capturing Multiple Parameters
BONUS: Runtime Objects
Saving System
Section Overview: Saving System
Save System Design
Overview Of Binary Serialization
File Paths In C#
Understanding Unicode
Filestream Read And Write In C#
Converting To Binary In C#
BinaryFormatter For Serialization
Saveable Entities
Generating UUIDs In C#
Editing SerializedFields
Serializing With SaveableEntities
Saving Multiple Scenes - Part 1
Saving Multiple Scenes - Part 2
Checkpoints Between Scenes
ISaveable Components
Deduplicating UUIDs
Restoring Health
Reloading The Last Scene
Fading Before Scene Load
Simple Weapons
Section Overview: Simple Weapons
Equip A Weapon
Animator Override Controller
Creating Scriptable Objects
Unarmed As A Weapon
Basic Weapon Pickup
Left Handed Weapons
Make A Weapon Projectile
Shoot Projectiles
Damage From Projectiles
Trails & Prefab Variants
Destroy Old Weapon
Improve Projectile Behaviour
Fireball Weapon & Pickup
Fireball Particle System
Projectile Impact Effect
Destroy The Unwanted
Resetting The Default Animator
Dynamic Resource Loading
Saving Weapon Choice
Pickup Respawning
Character Stats
Progression Design
Progression Scriptable Object
Looking Up The Health Stat
Debug Health Display
Enemy Health Display
Awarding Experience Points
Editing Scriptable Object Files
Finding A Stat By Enum
Saving Experience Points
Displaying Experience
Performant Lookups With Dictionaries
Levelling Up
Displaying The Level
Squashing Health Bugs
Events And Delegates
Delegates And Actions For Leveling Up
Saving Race Conditions
Level Up Events And Particle Effects
Damage Progression
Extensible Modifier System
Percentage Modifiers
Data Hazards And Race Conditions
Hunting Down Race Conditions
Awake vs Start
Lazy Initialisation
Progression Stats Spreadsheet
Final Polish
Configurable Cursors
Cursors And UI
Generic Raycastable Components
Cursor Type With IRaycastable
Raycast Sorting
Raycasting To A NavMesh
Calculating A NavMesh Path
In Game UI
Text Fading Animation
Spawning Damage Text
Using Unity Events
Updating The Damage Text Value
Unity Events With Parameters
Health Bar UI
Updating The Health Bar Scale
Disabling Empty Health Bars
Fixing The Fader
Coroutine Race Conditions
Camera Facing LateUpdate Fix
Sound Effects And UnityEvents
Weapon Prefab Refactor
Fighter To Weapon Communication
Boom Microphone Audio Listener
Health Pickup Hack
Visual Polish Audit
Visual Polish Part 1
Visual Polish - Macro Details
Visual Polish - Micro Details
Combat Moment Fine Tuning
Bug: Attacking Distant Enemies
Enemy AI Agro
Enemy Mob Mechanics
Bug: Shooting Over Water
You've Finished The Course!
Updates & Important Messages
Old Content Follows...
Character Movement (Older Content)
Why You Should Buy This Course
Welcome To The Course
About Character Movement
Start Designing Your RPG
Set Up A Combat Sandbox
A Simple DIY Follow Camera
Pan And Tilt Camera Options
Prototyping With Placeholders
Raycasting And Layer Masks
Using Raycasts To Query Click
Click Mouse To Move
Work Breakdown Structure
Instructor Hangout 1.1
Organizing Project For Teamwork
Using Cursor Affordances
Most Important Combat Feature
Gamepad Movement Mode
Onion Design
The Player Experience
TODOs And Bug Fixes
The Observer Pattern
Using Delegates In C#
The Event Keyword In C#
Instructor Hangout 1.2
Section 1 Wrap Up
Core Combat (Older Content)
Section 2 Introduction
Attacking The Enemies Design
Using Gizmos To Visualise Code
Player Health Bar UI
Enemy Floating Health Bar
Ranged Attack Problem
Update Your 1 Page GDD
Set Your Art Direction
Sketch Your Prototype Level
Importing Level Assets
Instructor Hangout 2.1
Creating Terrain
Block Out Your Level
Review And Adjustments
Commenting Your Level
Standardising Scene Setup
Dimensional Analysis Primer
Help Writing Physics Code
Make Enemies Pathfind To Player
Don't Panic!
Fully Event Based Raycasting
Writing Custom Editors
Player Pathfinding To Enemies
A Message From The Future...
Instructor Hangout 2.2
Prototyping Goals And Progress
Refine Your Nav Mesh
Tuning And Exploring
Importing Humanoid Animations
Using Interfaces In C#
Calling Methods Via Interfaces
Enemy Move And Attack Spheres
Spawning Enemy Projectiles
InvokeRepeating() vs StartCoroutine()
Player Melee Damage
Instructor Hangout 2.3
Creating Enemy Archetypes
Health And Damage Philosophy
Start Your Stat Spreadsheet
Healing Companion Prototype
Level Story Theme And Flow
Playable Level With Combat
Rising Complexity, Refactoring
Using The Trail Renderer Component
Preventing Projectile Pass-Through
Instructor Hangout 2.4
Fix Wobbly Characters
Thoughts On Organisation
Preparing Our Assets Folder
Set Dressing Our Level
Adding Water
Movement Bug And Water
Adding Trees
Asset Showcase Scene
Get Your Dev Hat Back On
Introducing Scriptable Objects
Adjustable Weapon Grip
Problems With Prefabs
Import Mecanim Animation Pack
Projectiles Discriminate
Section 2 Wrap Up
Modifiers And Abilities (Older Content)
Section 3 Introduction
Design Planning And Decisions
Your Game Design Document
Unity 5.6 And VS Community 2017
Using Namespaces In C Sharp
The Animator Override Controller
Protecting Our Interfaces
Untangling Standard Assets
Trigger Player Hit Animation
Triggering Audio On Radius
Terrain Optimization
Our First Dialogue
Tasks And Bugs
Placing Props
Weapon Design
Changing Your Skybox
Bridges And Navmesh
Enemy Mesh Antics
Adding An Energy Mechanic
Extension By Composition
Detecting By Layer In 3D
Simplifying Click To Move
Simplifying Click To Attack
Player Choice In Combat
Special Abilities System Overview
Storing Special Ability Config data
Making A Class Single Purpose
Implementing Power Attack Behaviour
Using Structs For Parameter Sets
Create An Area Of Effect Ability
Regenerating Energy Over Time
Game Feel Intro
Game Feel Audit
Spreadsheet Strategy
Spreadsheet Spine
When Mouse Leaves Game Window
Coroutine For Death Sequence
Player Damage & Death Sounds
Player Death Animation
Using Image Fill In UI
Adding Special Ability UI
Level Design Paradigms
Level Design Choice
Assets And Improvements
Particle Effects Intro
Glowing Dust Effect
Spawning Particles At Runtime
Self Heal Special Ability Challenge
Triggering Special Abilities From Keys
Finishing The Self Heal Ability
Critical Hit And Weapon Bonus
AOE Particle Effect
Self Heal Particle Effect
Section 3 Wrap Up
Finished Demo (Older Content)
Section 4 Introduction
From Interface To Inheritance
Less Lines Of Code Is Better
Centralise And Improve Audio Clips
Making Abstract Methods Concrete
Weapon Pickup Points
Weapon Change Mechanics
Eliminate AICharacterControl
Simplify Unity's ThirdPersonCharacter Class
Introducing Unity 2017
Caution With Callbacks In Refactors
Eliminating ThirdPersonCharacter.cs
Extracting a DamageSystem Component
Getting To Compilation With Focus
Centralising Special Ability Code
Eliminate A Struct And Interface
Using Optional Parameters In C
Having Characters Build Themselves
Completing Character Self-Setup
A SetDestination() Movement API
A Strong Character Basis
Slowly Extracting WeaponSystem
Recap And Review When Tired
Simplifying Enemy To EnemyAI
AI Behaviour Tree In Unity
Waypoint Paths With Editor Gizmos
Patrolling Using Coroutines
Automatic Repeat Attacking
Stopping Coroutines In Update
Special Ability Animations
Running Coroutines In Series
Finshing The Fight
Finishing The Weapon System
Polish Audit
Tuning Paradigms
Rebuilding Enemies
Surprise And Delight
Continuous Attack Bug
Lazy Enemy Bug
Dialogue Workflow
NPCs That Don't Hit
Wandering NPCs
Grip Scaler
Easier To Hit Enemies
Ben's Bug Bashing Bonanza
Achieving Audio Awesomeness
More Death Bugs
Music And Ambience
Tweak Your Lighting
Final Design Thoughts
Congratulations
We'd love to see your game!
Continuing Your GameDev Journey
Bonus Lecture - Our Other Courses
Bug? What Bug?
Swappable Control Systems
Swappable Control Systems