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    Rpg Core Combat Creator: Learn Intermediate Unity C# Coding

    Posted By: ELK1nG
    Rpg Core Combat Creator: Learn Intermediate Unity C# Coding

    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.