Creating turn-based game, Unity Engine
Creating turn-based game, Unity Engine, available at $54.99, has an average rating of 3.75, with 68 lectures, based on 286 reviews, and has 2759 subscribers.
You will learn about Unity, Development of a tactical turn-based game, C#, pathfinding, AI If you are tired of platform games then this is the course for you. You will learn how to work with Unity and create strategy games This course is ideal for individuals who are Beginners and professionals in game development It is particularly useful for Beginners and professionals in game development.
Enroll now: Creating turn-based game, Unity Engine
Summary
Title: Creating turn-based game, Unity Engine
Price: $54.99
Average Rating: 3.75
Number of Lectures: 68
Number of Published Lectures: 68
Number of Curriculum Items: 68
Number of Published Curriculum Objects: 68
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Unity, Development of a tactical turn-based game, C#, pathfinding, AI
- If you are tired of platform games then this is the course for you. You will learn how to work with Unity and create strategy games
Who Should Attend
- Beginners and professionals in game development
Target Audiences
- Beginners and professionals in game development
We all remember and love the Heroes of Might and Magic series. Tactical combat is the pinnacle of smart fighting games. Anyone can create a game from scratch.We are going to prove this together. This course is about IDEAS, ะก sharp and Unity3D. All This will save your TIME.
Create something serious from scratch.
Unity 2019. With some upgrades to 2020
The topics covered:
Ideas:
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How to find available positions?
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How to move hero avoiding obstacles?
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How how to distinguish between allies and enemies?
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How to distinguish between deserts, swamps and grass?
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How to manage scripts?
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How to define the Optimal Path?
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How to visualize the damage?
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How to create a ranged attack?
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How does the enemy AI make a decision?
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How to manage turns and rounds?
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How to place allied regiments?
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How to make a flying hero fly over water and mountains?
Unity and c# topics
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Basics of OOP
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Animations
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Else-If Statements, Loops
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Variables, Properties and Types
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Classes and Objects
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Canvas and Images, anchors and screen resolution
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Sprite Renderer, Transform, Rect Transform Components
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Prefabs
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Particle Systems
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Arrays and Lists, multi-dimensional array, jagged array
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Interface
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Abstract classes
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Scriptable Objects
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Design Patterns
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Artificial Intelligence
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Code architecture
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Movement
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Optimal path
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Scrollable Storage
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Rounds and Turns
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C# Methods, ref, out, in
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Sprite Renderer
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Serialization
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Coroutine
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etc
The course is good for those who want to create the game structure using interfaces. The course will be updated frequently for additional ideas.
PS. You also will get more than 20 isometric hexagon sprites and bonus ideas:)
Course Curriculum
Chapter 1: Creating the Battlefield
Lecture 1: Project Plan
Lecture 2: Installing Unity and Visual Studio
Lecture 3: Extra Lecture. Canvas
Lecture 4: Creating the first object
Lecture 5: UI Image
Lecture 6: Positioning GameObjects
Lecture 7: Variables. Value and Reference types
Lecture 8: Extra lecture. Prefabs (Unity 2020)
Lecture 9: Creating Hex Prefab
Lecture 10: Canvas, Transform, RectTransform
Lecture 11: Hexes Prefabs
Lecture 12: Creating Battlefield
Lecture 13: Else-If Statement, Ternary Operator
Lecture 14: Basics of OOP: encapsulation, inheritance, polymorphism
Lecture 15: Access Modifiers
Lecture 16: Methods. Parameters. Ref, In, Out
Lecture 17: Hero Prefab
Lecture 18: Animation
Lecture 19: For Loop
Lecture 20: Array, Two-Dimensional Array
Lecture 21: Coordinate System
Lecture 22: Enumeration
Lecture 23: Foreach loop
Lecture 24: All about UI Button
Chapter 2: Movement
Lecture 1: List<T>
Lecture 2: Adjacent hexes
Lecture 3: Start, Awake, Update functions
Lecture 4: Static classes and members
Lecture 5: Available Positions
Lecture 6: Inheritance
Lecture 7: Interface
Lecture 8: Properties
Lecture 9: Optimal Path, p.1
Lecture 10: Optimal Path, p.2
Lecture 11: Movement, p.1, Time.deltaTime
Lecture 12: Movement, p.2
Lecture 13: Movement, p.3, Ground Regiment
Chapter 3: Scrollable Bar
Lecture 1: Scriptable Objects, Serialization
Lecture 2: Abstract classes
Lecture 3: Heroes
Lecture 4: Scroll Rect, Grid Layout Group
Lecture 5: Instantiate method
Lecture 6: UI Button
Lecture 7: OnMouseDown() method
Lecture 8: Observer Pattern, Destroy() method
Lecture 9: Delegates
Lecture 10: Enemy Deployment
Lecture 11: Start Button
Lecture 12: Completing Hero Prefabs
Chapter 4: The Battle
Lecture 1: The Attacking Regiment
Lecture 2: Melee fighter looks for target
Lecture 3: Ranged fighter looks for target
Lecture 4: The Melee fighter attacks
Lecture 5: Coroutine
Lecture 6: Particle System
Lecture 7: The Arrow's flight
Lecture 8: The Mage Ball
Lecture 9: AI looks for positions to occupy
Lecture 10: AI Calculates distance
Lecture 11: AI makes a decision
Lecture 12: AI attacks
Lecture 13: Turns and Rounds
Lecture 14: Game Over
Chapter 5: Bonus Section
Lecture 1: Constructors: Random hex-tiled Field
Lecture 2: Correct understanding of the Lerp method
Lecture 3: Correct understanding of the Lerp method-2
Lecture 4: Realistic arrow flight in an arc
Lecture 5: Catapult Fires. Physics2D
Instructors
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Ilnar Farkh (Smart Games Development)
Game Developer at Smart Games Development
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 11 votes
- 3 stars: 40 votes
- 4 stars: 84 votes
- 5 stars: 143 votes
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