Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

Game Development Stats and Skill Systems

/

Release date:2021, July

Author:TheCodingCult (aka Henrique de Carvalho)

Skill level:Beginner

Language:English

Exercise files:Yes

Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.

What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?

How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?

In this course you’ll see in depth how to create and balance stat systems. We will discuss about game design decisions and their consequences, then we will create a spreadsheet with stats and try to keep it balanced as different classes level up.

You will also use those same stats in a skill system we will develop from scratch in Unity. This system will be able to create damage skills, healing skills, skills that apply buffs and debuffs, etc. They will also use both percentage-based or stat-based calculations.

And to test everything, we will create a simple automated turn-based system.

I hope to see you there o/

Watch online or Download for Free

01 Introdução
001 Intro
002 Unity and Preparing the Environment
003 Getting a Text Editor

02 Understanding Stats and Their Design
001 Creating the Project
002 Unbalance as a Design Decision
003 Utility vs Flavor
004 Numerical Gains or Talents

03 Coding a Stats System
001 StatEnum
002 Randomizing Stats and Accessing Them
003 StatSystem
004 TryToHit
005 Using Delegates for Modifiers
006 Delegates with Reference Types
007 StatModifiers as Components
008 Multiplicative Modifiers
009 Cause Damage
010 Fight

04 Balancing D&D-like Stats
001 Hits to Kill
002 Chance to Hit
003 Formulas for Hit Chance
004 Calculating Damage
005 Beginning the Simulation Table
006 Accuracy vs Dodge
007 Calculating Stat Growth
008 Setting Up Other Classes Tables
009 Finding Balance for the Hit Rate
010 Finding Balance for the Damage and HP
011 Finding Balance for the Other Classes

05 Balancing Another RPG-like Stats
001 Another Way of Calculating Damage
002 Adding the new Damage into the Simulation
003 DEX vs AGI
004 Remaking the Hit Rate
005 Defense
006 DPS
007 Starting Stats Balance
008 Growth Stats Balance

06 Coding a Flexible and Balanced System
002 HitChance Script
003 Effect Script
004 Skill Script
005 Turning HitChance into a Modular System
006 Heal Effect
007 Targeting System
008 Simulator Choosing Skills Automatically
009 How Much Each Stat Contributes to the Skill
010 Reorganizing the Project and Scripts Names
011 Skills that Applies Status Effects
012 Status Effects Stacking or Not
013 Adding Controls to Changing HP
014 Skills that Remove Status Effects
015 Delegates and Events On Turn Begin
016 Status with Limited Duration
017 Reapplying Status Duration
018 Damage and Heal Over Time
019 Percentage Effects
020 Skills with Multiple Effects
021 Creating other types of Targets
022 TargetsLowHPAlly
023 Targets Based On Status Effects
024 Creating the Classes_Jobs
025 Turn Order System
026 Adding the Turn Order to our Simulator
027 Fixing Bugs
028 Applying the Stats from the Spreadsheets

[Udemy] Game Development Stats and Skill Systems_Subtitles.7z
[Udemy] Game Development Stats and Skill Systems.7z


Join us on
  Channel    and      Group

  • Facebook
  • Twitter
  • Google+
  • Linkedin
  • Pinterest

2 Comments

Leave a Comment

Your email address will not be published. Required fields are marked *