Unity 2D With C# - Complete Game Development Course
Unity 2D With C# - Complete Game Development Course
Create the complete 2D survival game in Unity with C#. Learn game development patterns. Become an Indie developer
What you'll learn
- Get an understanding of game development in practical and fun way.
- Create a complete game that will shine in your portfolio.
- Use gained knowledge to start creating Indie games.
- Establish yourself in the field of the exciting game development.
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What is Unity?
Unity is a cross-platform game engine. The Unity editor is supported on Windows, macOS, and the Linux platform. In contrast, the engine currently supports building games for over 25 platforms, including mobile, desktop, consoles, and virtual reality.
What are we going to build?
The course covers the development of one production-ready game. The type of game is 2D survival with a top-down view.
Project - Undead Survival
The main effort of this course is to show the viewer how to build a complete game from scratch. The game's goal is to survive as long as possible with infinite waves of enemies coming at the game protagonist.
The most important parts of the course are:
Scriptable Objects
Scriptable objects will be essential in creating the Statemachine, Ability system, and Action delegation. Scriptable objects make the project reusable and modular.
State Machine
Statemachine is the brain of the AI system. Every NPC can have different states (run, attack ...), while only one state can be active at a time. Every state can have multiple actions. Action is the behavior.
For example, the Enemy has a "Patrol" state. A patrol state can have two actions. One action is to provide movement to the enemy. Another action is to change the animation of the enemy to the walk.
The third component of the Statemachine is a condition. Condition is a boolean statement. When the statement or multiple statements are resolved as "true" the current state can be transited to the new one.
For example, if an enemy is in the "patrol" state and the "spot player condition" is resolved as "true", then an enemy can go to the "attack" state.
Enemies will have a straightforward state machine. More complex state machines will be applied to boss entities.
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