Unity 3D and C# – The Complete RPG Guide for Beginners
Unity 3D and C# – The Complete RPG Guide for Beginners, available at $69.99, has an average rating of 4.4, with 315 lectures, based on 223 reviews, and has 2343 subscribers.
You will learn about The practical approach by creating cool games Fundamentals and core concepts of game development Create a RPG game with tons of features Math explanations behind the code. This course is ideal for individuals who are People looking for the practical game development guide or Beginner developers eager to start with game development or Experienced developers discovering new development opportunities It is particularly useful for People looking for the practical game development guide or Beginner developers eager to start with game development or Experienced developers discovering new development opportunities.
Enroll now: Unity 3D and C# – The Complete RPG Guide for Beginners
Summary
Title: Unity 3D and C# – The Complete RPG Guide for Beginners
Price: $69.99
Average Rating: 4.4
Number of Lectures: 315
Number of Published Lectures: 315
Number of Curriculum Items: 315
Number of Published Curriculum Objects: 315
Original Price: €129.99
Quality Status: approved
Status: Live
What You Will Learn
- The practical approach by creating cool games
- Fundamentals and core concepts of game development
- Create a RPG game with tons of features
- Math explanations behind the code.
Who Should Attend
- People looking for the practical game development guide
- Beginner developers eager to start with game development
- Experienced developers discovering new development opportunities
Target Audiences
- People looking for the practical game development guide
- Beginner developers eager to start with game development
- Experienced developers discovering new development opportunities
What is Unity?
Unity is a cross-platform engine. The Unity editor is supported on Windows, macOS, and the Linux platform, while the engine itself currently supports building games for more than 25 different platforms, including mobile, desktop, consoles, and virtual reality.
What are we going to build?
The course covers the development of 3 games. Starting with basic concepts explained in a simple game and finishing with more advanced concepts by creating an RPG sandboxed game. The course covers a full explanation of programming methods and related mathematics concepts.
The course starts with easy concepts, targets beginner developers or developers new to Unity, and then slowly progresses into more complex topics.
Project 1 (Evade the cubes)
The first part of the course covers basic concepts. Students will get familiar with the Unity editor and environment.
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Base game mechanics
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Orientation in 3D space
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Positions of game objects + Vectors
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Simple movement system
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Score system
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Health system
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Materials & prefabs
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UI & Canvas
Project 2 (Platform Survival)
The second part of the course is focused on the physical system.
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Rigidbodies
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Physic system
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Movement + rotations
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Follow camera
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Coroutines
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Adding forces
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Powerups
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Enemies
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Following targets
Project 3 (Rpg Adventure)
The last part of the course covers more advanced concepts and the development of sandboxed RPG games.
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Character controller
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Cinemachine
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3rd person camera and full movement
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Animations
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3rd party packages & models
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Fight system + Combos
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Enemies + Detection system
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Quest System
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Level System
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Health System
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Dialog system
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Respawns
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Inventory System
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Weapon equipping
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Terrain design
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: How to Resolve Issues
Chapter 2: Project 1 – Evade The Cube
Lecture 1: Installing Unity
Lecture 2: Getting More Familiar with Unity
Lecture 3: Parenting Gameobjects
Lecture 4: About the camera
Lecture 5: Components
Lecture 6: Project Preview
Lecture 7: Create Player
Lecture 8: Material and Light
Lecture 9: Lighting
Lecture 10: First Coding
Lecture 11: Update & fps
Lecture 12: Init lifecycle function
Lecture 13: Update lifecycle functions
Lecture 14: Stats and Enemy Object
Lecture 15: Get reference to own component
Lecture 16: Get Access To other component
Lecture 17: Get component through editor
Lecture 18: Problems with Awake
Lecture 19: Get Horizontal and Vertical axis
Lecture 20: Apply Movement
Lecture 21: Fix movement speed
Lecture 22: Scale plane
Lecture 23: Add Walls
Lecture 24: Restrict movement of the player
Lecture 25: Fix Restrict Movement
Lecture 26: Enemy Movement
Lecture 27: Prefabs
Lecture 28: Create Gameobject from the script
Lecture 29: Random X Position
Lecture 30: Destroy Game Object
Lecture 31: Destroy enemy on collision
Lecture 32: Receive damage on hit
Lecture 33: Decrease health of the player
Lecture 34: Create Canvas HUD
Lecture 35: Provide value to health text
Lecture 36: Catch Enemy
Lecture 37: Create catch enemy from script
Lecture 38: Methods Refactor
Lecture 39: Change behaviour of catcher
Lecture 40: Restart the game
Lecture 41: First Project Assignment
Lecture 42: First Project Solution
Chapter 3: Project 2 – Platformer Chaser
Lecture 1: Project Preview
Lecture 2: Init Second Project
Lecture 3: Change position of the player
Lecture 4: Move with translate
Lecture 5: Normalize Vector
Lecture 6: AI – Normalize
Lecture 7: Changing the camera
Lecture 8: Adds rigid body component
Lecture 9: Get RB in script
Lecture 10: Rigidbody Explanations
Lecture 11: Elevators
Lecture 12: Elevators Movement
Lecture 13: Wait coroutine
Lecture 14: Coroutine in Start
Lecture 15: Elevator Refactor
Lecture 16: On Trigger Enter
Lecture 17: Tags
Lecture 18: Change parent of player
Lecture 19: Elevator offset
Lecture 20: Apply elevator offset
Lecture 21: Add rigidbody to elevator
Lecture 22: Camera Position
Lecture 23: From To Rotation, Include Links For Math and Quaternions
Lecture 24: Rotate Towards
Lecture 25: Look Backward direction
Lecture 26: AI Dot Product
Lecture 27: Rotation Refactor
Lecture 28: Add Enemy
Lecture 29: Enemy follow target
Lecture 30: Improve following of player
Lecture 31: Spawn Manager
Lecture 32: Destroy and Spawn new enemy
Lecture 33: Spawn Enemy waves
Lecture 34: Powerup
Lecture 35: Get speed from powerup
Lecture 36: Powerup Coroutines
Lecture 37: Add more power to player
Lecture 38: Create circle game object
Lecture 39: Draw circle method
Lecture 40: Draw complete circle
Lecture 41: AI – Draw Circle
Lecture 42: Add circle to enemy
Lecture 43: Add Push range to enemy
Lecture 44: Game Manager and Canvas
Lecture 45: Spawn enemy on button click
Lecture 46: Restart the game + Disable canvas
Lecture 47: On Game Start
Lecture 48: Finish Project
Lecture 49: Project Assignment
Lecture 50: Project Solution
Chapter 4: Project 3 – RPG Game
Lecture 1: Project Intro
Lecture 2: Section Intro
Instructors
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Eincode by Filip Jerga
Online Education -
Filip Jerga
Software Engineer
Rating Distribution
- 1 stars: 7 votes
- 2 stars: 4 votes
- 3 stars: 22 votes
- 4 stars: 55 votes
- 5 stars: 135 votes
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