Unity Mobile Game – Create a Hyper Casual Shooting Game
Unity Mobile Game – Create a Hyper Casual Shooting Game, available at $79.99, has an average rating of 4.75, with 83 lectures, based on 34 reviews, and has 428 subscribers.
You will learn about Create a Hyper Casual Shooting Game from Scratch Add Animations to 3D Characters Learn how to Craft a Solid Architecture for your Code Learn how to write Clean Code Use Inverse Kinematics Create a Game Loop And Much More ! This course is ideal for individuals who are Unity Beginners willing to Create a Hyper Casual Game or Unity Enthusiasts willing to improve their skills or Unity Experts interested in Trendy Mobile Games Mechanics It is particularly useful for Unity Beginners willing to Create a Hyper Casual Game or Unity Enthusiasts willing to improve their skills or Unity Experts interested in Trendy Mobile Games Mechanics.
Enroll now: Unity Mobile Game – Create a Hyper Casual Shooting Game
Summary
Title: Unity Mobile Game – Create a Hyper Casual Shooting Game
Price: $79.99
Average Rating: 4.75
Number of Lectures: 83
Number of Published Lectures: 83
Number of Curriculum Items: 83
Number of Published Curriculum Objects: 83
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Create a Hyper Casual Shooting Game from Scratch
- Add Animations to 3D Characters
- Learn how to Craft a Solid Architecture for your Code
- Learn how to write Clean Code
- Use Inverse Kinematics
- Create a Game Loop
- And Much More !
Who Should Attend
- Unity Beginners willing to Create a Hyper Casual Game
- Unity Enthusiasts willing to improve their skills
- Unity Experts interested in Trendy Mobile Games Mechanics
Target Audiences
- Unity Beginners willing to Create a Hyper Casual Game
- Unity Enthusiasts willing to improve their skills
- Unity Experts interested in Trendy Mobile Games Mechanics
Do you know Johnny Trigger ?
Let me present you Frankie Trigger !
In this course, you will learn how to create a Hyper Casual Shooting Mobile Game from scratch.
We will go all the way from setting up our project to creating the core loop of the game.
We will first grab a Free Characterfrom Sketchfab, a popular 3D Models Library. This model alone won’t do anything, we will need to Animate it !
And I’ve got the Perfect Solution for you, a Free Platform for Animations called Mixamo.
After that step, you will be able to add animations to any of your humanoid characters.
Okay that’s one thing !
After Animating our character, we will use the Unity Spline System to make the player follow a certain path, perform a Frontflip, Backflip, or any animation that we want, and shoot at enemies.
I call that phase a Warzone!
When entering the Warzone, we will add a cool Slow Motion effect. There, you’ll learn about the 2 Time Scales Unity uses.
If any of the enemies is touched (& the Player too) by a bullet, he will turn into a Ragdoll!
Exactly, we will add jiggly bones to our characters to make the game More Satisfying.
You will learn how to use Unity’s Animation Rigging System to make the player aim at enemies, and the enemies aim at the player.
There is so much you will learn in this course, and there’s even more to come!
If you’re ready to MasterNew Hyper Casual Concepts, don’t miss this opportunity.
Enroll now
Course Curriculum
Chapter 1: Player & Animations
Lecture 1: Project Setup
Lecture 2: Grabbing Character Animations
Lecture 3: Animating the Main Character
Lecture 4: Moving the Player !
Lecture 5: How to Better Manage the Player Animations
Lecture 6: Improving our Scene Visuals
Lecture 7: Setting Up the Player Camera
Chapter 2: The Warzone
Lecture 1: The Player Spline
Lecture 2: Player Detection
Lecture 3: The First Warzone
Lecture 4: How to Follow the Spline ?
Lecture 5: Animating the Player on the Spline
Lecture 6: Adding the Slow-Mo Effect
Chapter 3: Shooting At Enemies
Lecture 1: We Start Animation Rigging
Lecture 2: Better Controlling the Rig Builder
Lecture 3: Configuring the IK Constraints
Lecture 4: Better Aiming for the Player
Lecture 5: Adding Piou Pious =D
Lecture 6: Adding the Shooting Line
Lecture 7: Spawning Bullets
Lecture 8: Shooting Bullets
Lecture 9: Bullets Detect Enemies
Lecture 10: Enemy Ragdoll Tests
Lecture 11: Polishing the Enemy Ragdoll
Chapter 4: Making Enemies Shoot Back
Lecture 1: Enemy Aiming at Player
Lecture 2: Storing Enemies that Shoot Back 1 / 2
Lecture 3: Storing Enemies that Shoot Back 2 / 2
Lecture 4: Enemies Finally Shooting Back !
Lecture 5: Player Ragdoll
Lecture 6: Enemy Shooting Polish
Chapter 5: Game Loop
Lecture 1: Setting Up the Main Panels
Lecture 2: The Game Manager
Lecture 3: Switching to the Game State
Lecture 4: The Gameover
Lecture 5: The Level Complete
Lecture 6: Project Files
Chapter 6: Bullets Container
Lecture 1: Setup the UI Elements
Lecture 2: Changing the UI Bullets Color
Lecture 3: Preventing the Player From Shooting
Lecture 4: Hide / Display the UI Bullets
Lecture 5: Reload the Bullets in New Warzone
Chapter 7: We Use Better Splines
Lecture 1: Adding Dreamteck Splines
Lecture 2: Better Aiming with Dreamteck
Chapter 8: Level Manager – Part 1
Lecture 1: Creating the Level Manager
Lecture 2: Saving / Loading the Level
Lecture 3: Validating the Level Index
Chapter 9: Checkpoints
Lecture 1: The First Checkpoint
Lecture 2: The Checkpoint Manager
Lecture 3: Improving the Checkpoint Manager
Chapter 10: Level Manager – Part 2
Lecture 1: Setting Up our Second Level
Lecture 2: Setting Up its Warzones
Lecture 3: The Warzone Sequence
Lecture 4: Polishing the Warzone Sequence
Chapter 11: Events / Actions
Lecture 1: What is an Action ?
Lecture 2: Using Actions with Arguments
Lecture 3: Actions to avoid Spaghetti Code
Chapter 12: The Outfit Shop
Lecture 1: A New Character !
Lecture 2: The First Humanoid Animation
Lecture 3: Configuring the New Character
Lecture 4: Adding IK & Ragdollify
Lecture 5: The Outfit Shop Plan
Lecture 6: Setting Up the UI
Lecture 7: Displaying 3D Models in the UI
Lecture 8: Opening / Closing the Shop
Lecture 9: Setting Up the Outfit Button
Lecture 10: The Outfit Data
Lecture 11: Configuring our Outfit Button
Lecture 12: Changing the Player Mesh Dynamically
Lecture 13: Adding Cash to the Game
Lecture 14: Managing the Purchase Button
Lecture 15: Finally Purchasing an Outfit
Lecture 16: Saving the Last Outfit
Lecture 17: Outfit Screenshots
Chapter 13: Missions Panel – Livestream Like
Lecture 1: The Game Plan
Lecture 2: The Mission Manager
Lecture 3: UI Setup
Lecture 4: Implementing the Mission Manager
Lecture 5: Configuring the Mission Container
Lecture 6: More Configuring
Lecture 7: Updating the Mission Progress
Lecture 8: Better Updating the Missions
Lecture 9: Final Push
Chapter 14: Bonus Section
Lecture 1: Bonus Lecture
Instructors
-
Tabsil Makes Games
Unity Mobile Game Developer
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 1 votes
- 4 stars: 6 votes
- 5 stars: 27 votes
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