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RPG Core Combat Creator Learn Intermediate Unity C# Coding

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Release date:2021, May 8

Author:Ben Tristem, Rick Davidson, Sam Pattuzzi

Skill level:Beginner

Language:English

Exercise files:Yes

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. There are two other separate courses in this series, one which focuses on the Inventory system and another that deals with Dialogue and Quests.

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 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).

Watch online or Download for Free

01. Introduction & Setuo
01. Welcome To The Course
02. Install Unity 2018.3
03. Install Visual Studio Code
04. Quick Game Design Overview
05. Architectural Overview
06. Community & Support

02. Basic Movement
01. Section Overview – Basic Movement
02. Create A Simple Sandbox
03. Move Using Nav Mesh Agent
04. Refining Your Nav Mesh
05. Introduction To Raycasting
06. Implement Click-To-Move
08. Create A Fixed Follow Camera
09. Animation Blend Trees
10. Match Animation To Movement
11. Basic Movement Tweaks
12. Project Folder Structure

03. High Level Game Design
01. Section Intro – High Level Design
02. 1.5 Page Game Design Document
03. The Player Experience
04. First Draft Of Your GDD

04. Basic Combat
01. Section Overview – Basic Combat
02. Separating The Control Layer
03. Namespaces To See Dependencies
04. Raycasting For Components
05. Implementing Action Priority
06. Move Within Range
07. Cancelling Combat With Movement
09. Decoupling Dependency Cycles
10. Dependency Inversion With Interfaces
11. Add Attack Animation
12. Trigger Animation In Code
13. Throttling Our Attacks
14. Taking Damage
15. Nested Prefabs And Variants
16. Using Prefab Variants
18. Any State Animations
19. Trigger Death Animation
20. Stop Attacking Already
21. Look Them In The Eyes
22. Ignore Dead Enemies
23. Bugs What Bugs

05. Enemy AI
01. Section Overview – Enemy AI
02. Calculating AI Chase Distance
03. Swappable Control Systems
04. Disable Control When Dead
05. Visualising With Gizmos
06. AI Guarding Behaviour
08. Thats Some Suspicious Behaviour
09. Visualising Waypoints
10. Waypoint Loops
11. Patrolling Behaviour
12. Dwelling At Waypoints

06. First Moment
01. Section Overview – First Moment
02. Design A Moment
03. Sketch Your Moment
04. Tips To Improve Workflow
05. Craft The Environment
06. Hits-To-Kill Design Metric
08. Tweak Enemy Patrol
09. Cinemachine Follow Camera
10. Make Cinematic Sequence
11. Trigger Cinemachine Cut Scene
12. The Observer Pattern In C#
13. Player Input In Cutscenes

07. Scene Management
01. Section Overview – Scene Management
02. Make A Second Scene
03. Scene Loading Portals
04. How Coroutines Work
05. Wait For Scene To Load
06. Player Spawn Point
07. Cross Scene References
08. Canvas Groups For Fading
10. Nested Coroutines For Fading
11. Avoiding The Singleton Pattern

08. Saving System
01. Section Overview Saving System
02. Save System Design
03. File Paths In C#
04. Understanding Unicode
05. Filestream Read And Write In C#
06. Converting To Binary In C#
08. BinaryFormatter For Serialization

09. Updates & Important Messages
01. New Content Coming Soon

10. Character Movement (Older Content)
01. Why You Should Buy This Course
02. Welcome To The Course
03. About Character Movement
04. Start Designing Your RPG
05. Set Up A Combat Sandbox
06. A Simple DIY Follow Camera
07. Pan And Tilt Camera Options
08. Prototyping With Placeholders
09. Raycasting And Layer Masks
10. Using Raycasts To Query Click
11. Click Mouse To Move
12. Work Breakdown Structure
14. Instructor Hangout 1.1
15. Organizing Project For Teamwork
16. Using Cursor Affordances
17. Most Important Combat Feature
18. Gamepad Movement Mode
19. Onion Design
20. The Player Experience
21. TODOs And Bug Fixes
22. The Observer Pattern
23. Using Delegates In C#
24. The Event Keyword In C#
26. Instructor Hangout 1.2
27. Section 1 Wrap Up

11. Core Combat (Older Content)
01. Section 2 Introduction
02. Attacking The Enemies Design
03. Using Gizmos To Visualise Code
04. Player Health Bar UI
05. Enemy Floating Health Bar
06. Ranged Attack Problem
07. Update Your 1 Page GDD
08. Set Your Art Direction
09. Sketch Your Prototype Level
10. Importing Level Assets
12. Instructor Hangout 2.1
13. Creating Terrain
14. Block Out Your Level
15. Review And Adjustments
16. Commenting Your Level
17. Standardising Scene Setup
18. Dimensional Analysis Primer
19. Help Writing Physics Code
20. Make Enemies Pathfind To Player
21. Dont Panic!
22. Fully Event Based Raycasting
23. Writing Custom Editors
24. Player Pathfinding To Enemies
27. Instructor Hangout 2.2
28. Prototyping Goals And Progress
29. Refine Your Nav Mesh
30. Tuning And Exploring
31. Importing Humanoid Animations
32. Using Interfaces In C#
33. Calling Methods Via Interfaces
34. Enemy Move And Attack Spheres
35. Spawning Enemy Projectiles
36. InvokeRepeating() vs StartCoroutine()
37. Player Melee Damage
39. Instructor Hangout 2.3
40. Creating Enemy Archetypes
41. Health And Damage Philosophy
42. Start Your Stat Spreadsheet
43. Healing Companion Prototype
44. Level Story Theme And Flow
45. Playable Level With Combat
46. Rising Complexity, Refactoring
47. Using The Trail Renderer Component
48. Preventing Projectile Pass-Through
50. Instructor Hangout 2.4
51. Fix Wobbly Characters
52. Thoughts On Organisation
53. Preparing Our Assets Folder
54. Set Dressing Our Level
55. Adding Water
56. Movement Bug And Water
57. Adding Trees
58. Asset Showcase Scene
59. Get Your Dev Hat Back On
60. Introducing Scriptable Objects
62. Adjustable Weapon Grip
63. Problems With Prefabs
64. Import Mecanim Animation Pack
65. Projectiles Discriminate
67. Section 2 Wrap Up

12. Modifiers And Abilities (Older Content)
01. Section 3 Introduction
02. Design Planning And Decisions
03. Your Game Design Document
04. Unity 5.6 And VS Community 2017
05. Using Namespaces In C Sharp
06. The Animator Override Controller
07. Protecting Our Interfaces
08. Untangling Standard Assets
09. Trigger Player Hit Animation
10. Triggering Audio On Radius
12. Terrain Optimization
13. Our First Dialogue
14. Tasks And Bugs
15. Placing Props
16. Weapon Design
17. Changing Your Skybox
18. Bridges And Navmesh
19. Enemy Mesh Antics
20. Adding An Energy Mechanic
21. Extension By Composition
23. Detecting By Layer In 3D
24. Simplifying Click To Move
25. Simplifying Click To Attack
26. Player Choice In Combat
27. Special Abilities System Overview
28. Storing Special Ability Config data
29. Making A Class Single Purpose
30. Implementing Power Attack Behaviour
31. Using Structs For Parameter Sets
32. Create An Area Of Effect Ability
34. Regenerating Energy Over Time
35. Game Feel Intro
36. Game Feel Audit
37. Spreadsheet Strategy
38. Spreadsheet Spine
39. When Mouse Leaves Game Window
40. Coroutine For Death Sequence
41. Player Damage & Death Sounds
42. Player Death Animation
43. Using Image Fill In UI
45. Adding Special Ability UI
46. Level Design Paradigms
47. Level Design Choice
48. Assets And Improvements
49. Particle Effects Intro
50. Glowing Dust Effect
51. Spawning Particles At Runtime
52. Self Heal Special Ability Challenge
53. Triggering Special Abilities From Keys
54. Finishing The Self Heal Ability
56. Critical Hit And Weapon Bonus
57. AOE Particle Effect
58. Self Heal Particle Effect
60. Section 3 Wrap Up

13. Finished Demo ( Older Content)
01. Section 4 Introduction
02. From Interface To Inheritance
03. Less Lines Of Code Is Better
04. Centralise And Improve Audio Clips
05. Making Abstract Methods Concrete
06. Weapon Pickup Points
07. Weapon Change Mechanics
08. Eliminate AICharacterControl
09. Simplify Unitys ThirdPersonCharacter Class
10. Introducing Unity 2017
12. Caution With Callbacks In Refactors
13. Eliminating ThirdPersonCharacter.cs
14. Extracting a DamageSystem Component
15. Getting To Compilation With Focus
16. Centralising Special Ability Code
17. Eliminate A Struct And Interface
18. Using Optional Parameters In C
19. Having Characters Build Themselves
20. Completing Character Self-Setup
21. A SetDestination() Movement API
23. A Strong Character Basis
24. Slowly Extracting WeaponSystem
25. Recap And Review When Tired
26. Simplifying Enemy To EnemyAI
27. AI Behaviour Tree In Unity
28. Waypoint Paths With Editor Gizmos
29. Patrolling Using Coroutines
30. Automatic Repeat Attacking
31. Stopping Coroutines In Update
32. Special Ability Animations
34. Running Coroutines In Series
35. Finshing The Fight
36. Finishing The Weapon System
37. Polish Audit
38. Tuning Paradigms
39. Rebuilding Enemies
40. Surprise And Delight
41. Continuous Attack Bug
42. Lazy Enemy Bug
43. Dialogue Workflow
45. NPCs That Dont Hit
46. Wandering NPCs
47. Grip Scaler
48. Easier To Hit Enemies
49. Bens Bug Bashing Bonanza
50. Achieving Audio Awesomeness
51. More Death Bugs
52. Music And Ambience
53. Tweak Your Lighting
54. Final Design Thoughts
56. Congratulations

[Udemy] RPG Core Combat Creator Learn Intermediate Unity C# Coding.7z
[Udemy] RPG Core Combat Creator Learn Intermediate Unity C# Coding_Subtitles.7z


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8 Comments

  1. Hey Admin

    “https://www.udemy.com/course/make-a-fighting-game-in-unity/”,

    Can you please update this one? I need it a lot

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