Make a 2d Platformer in Unity 2020 using Design patterns
Make a 2d Platformer in Unity 2020 using Design patterns, available at $34.99, has an average rating of 4.85, with 254 lectures, based on 71 reviews, and has 415 subscribers.
You will learn about How to create a 2D platformer in Unity 2020 How to use State Pattern, Strategy pattern and Factory method pattern in a full game project How to write maintainable C# code How to save game state How to create multiple level This course is ideal for individuals who are Intermediate Unity Developers or Intermediate C# developers It is particularly useful for Intermediate Unity Developers or Intermediate C# developers.
Enroll now: Make a 2d Platformer in Unity 2020 using Design patterns
Summary
Title: Make a 2d Platformer in Unity 2020 using Design patterns
Price: $34.99
Average Rating: 4.85
Number of Lectures: 254
Number of Published Lectures: 254
Number of Curriculum Items: 254
Number of Published Curriculum Objects: 254
Original Price: $34.99
Quality Status: approved
Status: Live
What You Will Learn
- How to create a 2D platformer in Unity 2020
- How to use State Pattern, Strategy pattern and Factory method pattern in a full game project
- How to write maintainable C# code
- How to save game state
- How to create multiple level
Who Should Attend
- Intermediate Unity Developers
- Intermediate C# developers
Target Audiences
- Intermediate Unity Developers
- Intermediate C# developers
Making games is fun but there is nothing more frustrating than adding new code to create a new game mechanic just to have the old code break. At this point it stops being fun and bug search begin – which honestly is the least fun thing to do when you could instead design a new level for your game. That is why it is so important to learn how to create maintainable and extensible code base for your game. If you search for a solution you will find Design patterns and SOLID principles. If you have every tried to learn design patterns you surely know that it is not intuitive when to use it. Each presents a solution but requires time and additional code to work. Implementing them just for the sake of it is just a waste of time – so when should we use them? The answer is – when adding new features or extending the old ones seems like a lot of work and effort.
In this course you will learn how to use state pattern as a base to create your character controller and how to refactor your code to other design patterns when you can see that adding new feature starts to be “painful” and unintuitive. At the end you will know the way of thinking behind the refactoring process and behind the decision when to use design patterns.
You will learn how to write decoupled classes – meaning that class A doesn’t rely on Class B but if they both exist they can communicate witch each other to create our desired game mechanics.
This is an Intermediate course about creating a maintainable and extensible codebase and in effect a full 2d platformer game. You should know your way around Unity and feel comfortable coding in C# using Visual Studio IDE.
You will learn how to:
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Create a character that can move and jump and extend it’s character controller with new features like: climbing behaviour, attack logic etc.
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How to reuse players character controller for enemies
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How to create 3 types of enemies as well as a end level boss
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How to use factor method pattern to make your code more maintainable
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How to use Strategy pattern to implement simple AI system
Specific platformer features that we will implement:
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picking up resources
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respawn system
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adding platforms with one-way collider
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creating parallax effect for our level
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melee and throwable weapons
and much more!
If for any reason you don’t enjoy the course you have 30 days from the purchased date to get your money back – no questions asked.
I hope to see you in the course 🙂
-Peter
Course Curriculum
Chapter 1: Introduction
Lecture 1: Content of this course
Lecture 2: Resources used to create this course
Lecture 3: How to use project files and ask Questions
Lecture 4: How to use github repository
Lecture 5: Rating the course and getting a refund
Lecture 6: Project setup
Chapter 2: Working with Tilemaps
Lecture 1: Section 2 – Introduction
Lecture 2: Exploring the assets
Lecture 3: Update – Importing tiles for the Tilemap
Lecture 4: Setting up tilemap
Lecture 5: Editing tilemap
Lecture 6: Creating ground
Lecture 7: Adding Background
Lecture 8: Sorting Layers
Lecture 9: Setting camera
Lecture 10: Project files so far
Chapter 3: Basic Character movement
Lecture 1: Section 3 – Introduction
Lecture 2: Creating player agent setup
Lecture 3: Setting Physics 2D collision layers
Lecture 4: Player Input Script 1
Lecture 5: Player Input Script 2
Lecture 6: Player Input Script 3
Lecture 7: Creating Agent scripts to move the player
Lecture 8: Animations: Idle & Run
Lecture 9: AgentAnimations script
Lecture 10: Flipping Player Sprite when moving left
Lecture 11: Character gets stuck to a wall!
Lecture 12: Full Project so far
Chapter 4: Making character movement system extendable
Lecture 1: Section 4 – Introduction
Lecture 2: Problem with extending the character controller
Lecture 3: What is state pattern
Lecture 4: Creating State script
Lecture 5: Creating Idle State
Lecture 6: Creating MovementState P1
Lecture 7: Creating MovementState P2 – Adding acceleration
Lecture 8: Refactoring Agent script to state pattern
Lecture 9: Project files so far
Chapter 5: Adding jumping mechanic
Lecture 1: Section 5 – Introduction
Lecture 2: Challenge: Adding animations
Lecture 3: Solution: Adding animations
Lecture 4: Grounded Detector – Idea
Lecture 5: Ground Detector – Gizmos
Lecture 6: Ground Detector – Detection
Lecture 7: Adding jump and fall state
Lecture 8: Jump State class – Challenge
Lecture 9: Jump State class – Solution
Lecture 10: Jump State – Better Jump
Lecture 11: Testing Jump
Lecture 12: Fall state class – Challenge
Lecture 13: Fall State class – Solution
Lecture 14: Finishing Fall State
Lecture 15: AgentData SO
Lecture 16: Project files so far
Chapter 6: Cinemachine camera setup
Lecture 1: Section 6 – Introduction
Lecture 2: Creating a 2D Cinemachine camera
Lecture 3: Improving the camera setup
Lecture 4: Adding Camera confiner
Lecture 5: Project files so far
Chapter 7: Creating Level 1
Lecture 1: Section 7 – Introduction
Lecture 2: Challenge – Creating more ground
Lecture 3: Solution – Creating more ground
Lecture 4: Adding platforms – basic setup
Lecture 5: PlatformEffector 2D
Lecture 6: Adding a ladder
Lecture 7: Adding map details
Lecture 8: Adding Parallax Effect to the background
Lecture 9: Project files so far
Chapter 8: Climbing Mechanic
Lecture 1: Section 8 – Introduction
Lecture 2: Adding Climb Animation
Lecture 3: Can I climb?
Lecture 4: Climbing state – Challenge
Lecture 5: Climbing state – Solution
Lecture 6: Transitioning to Climbing state
Lecture 7: Project files so far
Chapter 9: Adding player UI
Lecture 1: Section 9 – Introduction
Lecture 2: Creating Player Canvas
Lecture 3: Text Mesh Pro – adding font
Lecture 4: Adding Health UI
Lecture 5: Challenge – Adding Points UI
Lecture 6: Solution – Adding Points UI
Lecture 7: Health UI Script
Lecture 8: Point UI Script
Lecture 9: Player UI Script
Lecture 10: Project files so far
Chapter 10: Respawn system
Lecture 1: Section 10 – Introduction
Lecture 2: Idea behind respawn system
Lecture 3: Respawn Point Script
Lecture 4: Respawn Point Manager
Lecture 5: Pit Collider
Lecture 6: Respawning the Player
Instructors
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Sunny Valley Studio
Game Dev
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 3 votes
- 4 stars: 9 votes
- 5 stars: 59 votes
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