Game Development: Stats and Skill Systems
Game Development: Stats and Skill Systems, available at $59.99, has an average rating of 3.85, with 66 lectures, based on 23 reviews, and has 363 subscribers.
You will learn about You will learn about the game design aspect of stats You will learn how to code different types of stat systems You will be able to balance your game You will be able to create your skill system You will be able to create a Turn Order System You will be able to create a Buff/Debuff System This course is ideal for individuals who are Game Developers or Recently Graduated Programmers or Programmers with little experience on games It is particularly useful for Game Developers or Recently Graduated Programmers or Programmers with little experience on games.
Enroll now: Game Development: Stats and Skill Systems
Summary
Title: Game Development: Stats and Skill Systems
Price: $59.99
Average Rating: 3.85
Number of Lectures: 66
Number of Published Lectures: 66
Number of Curriculum Items: 66
Number of Published Curriculum Objects: 66
Original Price: $22.99
Quality Status: approved
Status: Live
What You Will Learn
- You will learn about the game design aspect of stats
- You will learn how to code different types of stat systems
- You will be able to balance your game
- You will be able to create your skill system
- You will be able to create a Turn Order System
- You will be able to create a Buff/Debuff System
Who Should Attend
- Game Developers
- Recently Graduated Programmers
- Programmers with little experience on games
Target Audiences
- Game Developers
- Recently Graduated Programmers
- Programmers with little experience on games
Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.
What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?
How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?
In this course you’ll see in depth how to create and balance stat systems. We will discuss about game design decisions and their consequences, then we will create a spreadsheet with stats and try to keep it balanced as different classes level up.
You will also use those same stats in a skill system we will develop from scratch in Unity. This system will be able to create damage skills, healing skills, skills that apply buffs and debuffs, etc. They will also use both percentage-based or stat-based calculations.
And to test everything, we will create a simple automated turn-based system.
I hope to see you there o/
Course Curriculum
Chapter 1: Introdução
Lecture 1: Intro
Lecture 2: Unity and Preparing the Environment
Lecture 3: Getting a Text Editor
Chapter 2: Understanding Stats and Their Design
Lecture 1: Creating the Project
Lecture 2: Unbalance as a Design Decision
Lecture 3: Utility vs Flavor
Lecture 4: Numerical Gains or Talents
Chapter 3: Coding a Stats System
Lecture 1: StatEnum
Lecture 2: Randomizing Stats and Accessing Them
Lecture 3: StatSystem
Lecture 4: TryToHit
Lecture 5: Using Delegates for Modifiers
Lecture 6: Delegates with Reference Types
Lecture 7: StatModifiers as Components
Lecture 8: Multiplicative Modifiers
Lecture 9: Cause Damage
Lecture 10: Fight
Lecture 11: Project Backup
Chapter 4: Balancing D&D-like Stats
Lecture 1: Hits to Kill
Lecture 2: Chance to Hit
Lecture 3: Formulas for Hit Chance
Lecture 4: Calculating Damage
Lecture 5: Beginning the Simulation Table
Lecture 6: Accuracy vs Dodge
Lecture 7: Calculating Stat Growth
Lecture 8: Setting Up Other Classes' Tables
Lecture 9: Finding Balance for the Hit Rate
Lecture 10: Finding Balance for the Damage and HP
Lecture 11: Finding Balance for the Other Classes
Chapter 5: Balancing Another RPG-like Stats
Lecture 1: Another Way of Calculating Damage
Lecture 2: Adding the new Damage into the Simulation
Lecture 3: DEX vs AGI
Lecture 4: Remaking the Hit Rate
Lecture 5: Defense
Lecture 6: DPS
Lecture 7: Starting Stats Balance
Lecture 8: Growth Stats Balance
Chapter 6: Coding a Flexible and Balanced System
Lecture 1: Project Backup
Lecture 2: HitChance Script
Lecture 3: Effect Script
Lecture 4: Skill Script
Lecture 5: Turning HitChance into a Modular System
Lecture 6: Heal Effect
Lecture 7: Targeting System
Lecture 8: Simulator Choosing Skills Automatically
Lecture 9: How Much Each Stat Contributes to the Skill
Lecture 10: Reorganizing the Project and Script's Names
Lecture 11: Skills that Applies Status Effects
Lecture 12: Status Effects Stacking or Not
Lecture 13: Adding Controls to Changing HP
Lecture 14: Skills that Remove Status Effects
Lecture 15: Delegates and Events On Turn Begin
Lecture 16: Status with Limited Duration
Lecture 17: Reapplying Status Duration
Lecture 18: Damage and Heal Over Time
Lecture 19: Percentage Effects
Lecture 20: Skills with Multiple Effects
Lecture 21: Creating other types of Targets
Lecture 22: TargetsLowHPAlly
Lecture 23: Targets Based On Status Effects
Lecture 24: Creating the Classes/Jobs
Lecture 25: Turn Order System
Lecture 26: Adding the Turn Order to our Simulator
Lecture 27: Fixing Bugs
Lecture 28: Applying the Stats from the Spreadsheets
Chapter 7: Final Project
Lecture 1: Final Project Backup
Instructors
-
TheCodingCult (aka Henrique de Carvalho)
College Teacher/Programmer/Indie GameDev
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 2 votes
- 3 stars: 0 votes
- 4 stars: 8 votes
- 5 stars: 12 votes
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