This course is crafted with the latest content and cutting-edge techniques in modern Game Development, specifically Unity 2D 2022.
Learning is most effective when it's enjoyable, and that's the foundation of this course. If you're curious about how those amazing games you see are created, there's no better starting point than here. This course is designed to equip you with everything necessary to progress from a beginner—even if you have no coding experience—to an intermediate level.
The main project of this course is a 2D Roguelike game. It was chosen because it encompasses a broad range of game development concepts for practical learning, and it's straightforward enough for beginners to dive in and embark on their game development journey.
Every aspect of this course has been carefully designed, reviewed, and refined to ensure the best learning experience and to maximize your knowledge acquisition. You won't just have a great time learning; you'll also leave the course with a comprehensive toolkit to continue your adventure in the exciting world of game development.
Section 1: Introduction
We'll begin by downloading and installing Unity and Visual Studio, ensuring they function correctly. Next, we'll write our first lines of code in C# and familiarize ourselves with the Unity interface. We'll also discuss the game design of our project and the essentials of starting a game from scratch.
Section 2: Setting Up Our World
In this section, we'll explore sprite sheets and how to utilize them. We'll understand Unity's sorting layers, delve into colliders and RigidBodies, and see how they interact with physics. We'll learn sprite animation and discover blending trees, which significantly simplify the animation process.
Section 3: Setting Up Shooting Mechanics
In this section, we will create our player's bullets, fire them in the direction the mouse is pointing, implement a counter for automatic firing, and add impact effects to the bullets. We will also learn about prefabs and instantiation, as well as how to manipulate our game's world to enhance its appearance.
Section 4: Setting Up Enemies
This section builds upon the previous one. Having established our shooting mechanics, we now need targets to shoot at. We will set up enemies and program them to move towards the player. We will explore animations by adding them to our enemies and delve into methods, arrays, and a feature known as a Coroutine, which will deepen our understanding of C#.
Section 5: Creating Rooms (Tilemap)
Until now, we have used a pre-created image for our map. Moving forward, we will design our own map using Unity's tilemaps, add various colliders, and learn about a lesser-known Unity feature called Cinemachine. Our C# knowledge will expand as we cover foreach loops and Lists.
Section 6: Level Flow
In this section, we will discover the scene manager in Unity, enabling us to create multiple levels in our game and transition between them. We will also learn a clever technique to ensure we always land in the correct position when navigating our worlds.
Section 7: Destructible Environment
This is one of the most enjoyable sections of the course. Like every roguelike, our game will feature a dashing mechanic. We will introduce a tornado mechanic that not only grants invincibility and increased speed but also destroys any destructible objects in our path.
Section 8: Advanced Shooting (Weapon System)
What's better than having a weapon to shoot with? Having a variety to choose from and the ability to switch between them on the fly. We will add multiple weapons to our game, each with its own unique shooting style and speed.
Section 9: Health System
In this section, we will add a player health system and visualize it by creating a health bar visible on a Canvas. We will learn to update this health bar through scripting and introduce a death screen whenever the player dies. Additionally, we will place spikes on the ground that will damage the player and deplete their health upon contact.
Section 10: Pickups
This section focuses on pickups. We will collect weapons from the ground, coins to spend in shops, and health packs to recover from injuries. We will also introduce a chest that players can open to obtain a random weapon, showcasing our C# programming skills.
Section 11: Music & SFX
It's time to bring our game to life by adding sound effects and music. Transitioning from static to dynamic, we will incorporate background music and sound effects for each level and interaction.
Section 12: Multiple Enemy Types (Some with melee attacks)
What's more thrilling than facing one type of enemy? Battling against four different types. We will introduce the wanderer, the patroller, the scared enemy, and the angry skeletal enemy. This section lays the groundwork for our enemy AI and sets the stage for implementing our boss in the following section.
Section 13: Shop & Money System
With items now collectible, it's time to sell them for MONEY! Who doesn't love money? We'll introduce a monetary system to essentially create an economy. A shop with a shopkeeper will be established, where we can engage in transactions using the money we've earned to buy items or sell our loot.
Section 14: Creating Menus
A main menu is essential for every game, but it should also be dynamic. We'll design a simple menu against a backdrop. The exciting feature here is that we'll empower players to either continue from their last save or start a new game. Additionally, we'll implement a Victory screen, a method to restart the level after death, and a Pause/Resume mechanic.
Section 15: Boss Battles (Advanced Unity State Machine)
Now comes the truly thrilling part: a boss battle. But this isn't just any boss battle; it will utilize a state machine, doubling as our animator. We'll use it to transition the boss through various states, each with a unique set of attacks.
Bonus Section 16: Room Generation (Advanced C# Object Oriented Programming)
In our final section, we'll craft multiple rooms, each offering a unique twist on game mechanics. Features will include a random enemy spawner, doors that only open after all enemies are defeated within a level, and the choice between two levels to proceed to after clearing the current one.
What You Will Learn In This Course:
Use Visual Studio with Unity in a simple way
How to set a good Game Development environment
Unity Engine are in a simple and comprehensive way
The Basics of C# in the most fun ways possible by creating a game
Use player input to control the behavior of our game
Add different component to game objects
Add gravity and other forces to game objects
Make game objects interact with each other in our game
Add sprite sheets and slice them up
Create Tile assets
How to create levels from our tile assets
Become a ninja problem solver and learn how to go step by step to solve any problem in Game Development and coding
Create animations
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