RPG Core Combat Creator: Learn Intermediate Unity C# Coding
Build Combat for Role Playing Game (RPG) in Unity. Tutorials Cover Code Architecture & Video Game Design.
Build Combat for Role Playing Game (RPG) in Unity. Tutorials Cover Code Architecture & Video Game Design.
Role Playing Games can be complex to create, with many interacting gameplay systems. We make it easy for you! Learn, step-by-step, how to make the foundations of any good RPG combat system - from scratch.
In this course we're focusing on the core of any great RPG, giving your players a fun combat moment in a well crafted level, based upon a solid game design, built using a robust code architecture. You will follow our project, but also make the game entirely your own.
This highly acclaimed course was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a pre-requisite.
The course can be a standalone course, or can be taken as the first part in our RPG series. The three other separate courses in this series teach the Inventory system, Shops and Abilities, and Dialogue and Quests.
This is a highly realistic and comprehensive introduction to real game development. We'll be taking you through our process step-by-step, with all decisions justified and all avenues explored.
Fancy something a little different to get started? Check out GameDev's other courses, just look for the green logo as your guide.
We will be dealing with player movement, NavMesh navigation, AI pathfinding, save and loading systems, basic pick ups, using asset packs, debug code, making particle effects and more. We'll also give you a robust code architecture for managing more complex projects by setting up namespaces.
You'll need a basic grasp of Unity and C# before you get start, from there we'll be teaching you more advanced programming techniques such as C# delegates, interfaces, co-routines and more.
Building an RPG is an amazing way to level-up your game development skills, so why not join us and get started improving your game development right now?
Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
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Section Overview - Basic Movement
64Create A Simple Sandbox
796Using The New Navmesh Surface
374Move Using Nav Mesh Agent
506Refining Your Nav Mesh
687 Xem trướcIntroduction To Raycasting
411Implement Click-To-Move
606 Xem trướcQuiz - Basic Movement #1
Create A Fixed Follow Camera
408Animation Blend Trees
761Match Animation To Movement
974Basic Movement Tweaks
374Project Folder Structure
431Quiz - Basic Movement #2
Section Overview - Basic Combat
72Separating The Control Layer
741Namespaces To See Dependencies
780Raycasting For Components
874Implementing Action Priority
600Move Within Range
543Cancelling Combat With Movement
627Quiz - Basic Combat #1
Decoupling Dependency Cycles
662Dependency Inversion With Interfaces
611Add Attack Animation
355Trigger Animation In Code
515Throttling Our Attacks
373Taking Damage
527Nested Prefabs And Variants
723Using Prefab Variants
634Quiz - Basic Combat #2
Any State Animations
208Trigger Death Animation
267Stop Attacking Already
639Look Them In The Eyes
401Ignore Dead Enemies
386Bugs? What Bugs?
648Quiz - Basic Combat #3
Section Overview - Enemy AI
140Calculating AI Chase Distance
541Swappable Control Systems
644Disable Control When Dead
627Visualising With Gizmos
415AI Guarding Behaviour
261Quiz - Enemy AI #1
That's Some Suspicious Behaviour
509Visualising Waypoints
553Waypoint Loops
397Patrolling Behaviour
568Dwelling At Waypoints
442Quiz - Enemy AI #2
Section Overview - First Moment
63Design A Moment
484Sketch Your Moment
502Tips To Improve Workflow
639Craft The Environment
654Hits-To-Kill Design Metric
485Quiz - First Moment #1
Tweak Enemy Patrol
783Cinemachine Follow Camera
545Make Cinematic Sequence
973Trigger Cinemachine Cut Scene
579The Observer Pattern In C#
844Player Input In Cutscenes
427Quiz - First Moment #2
Section Overview - Scene Management
82Make A Second Scene
592Scene Loading Portals
467How Coroutines Work
612Wait For Scene To Load
420Player Spawn Point
686Cross Scene References
494Canvas Groups For Fading
148Quiz - Scene Management #1
Nested Coroutines For Fading
686Avoiding The Singleton Pattern
845Quiz - Scene Management #2
Section Overview: Saving Asset Pack
143WARNING - BinaryFormatter Security Vulnerability
The Saving System Overview
338Triggering Saving And Loading
532Saveable Components And GameObjects
845Challenge: Saveable Health
381Checkpoints Between Scenes
720Loading The Saved Scene
539Quiz - Saving Asset Pack
Skip Or Continue
Section Overview: Saving System
129Save System Design
413Overview Of Binary Serialization
734File Paths In C#
318Understanding Unicode
708Filestream Read And Write In C#
503Converting To Binary In C#
608Quiz - Saving System #1
BinaryFormatter For Serialization
1012Saveable Entities
949Generating UUIDs In C#
626Editing SerializedFields
903Serializing With SaveableEntities
534Saving Multiple Scenes - Part 1
536Saving Multiple Scenes - Part 2
466Checkpoints Between Scenes
513ISaveable Components
880Quiz - Saving System #2
Deduplicating UUIDs
766Restoring Health
399Reloading The Last Scene
776Fading Before Scene Load
525Quiz - Saving System #3
Section Overview: Simple Weapons
63Equip A Weapon
644Animator Override Controller
375Creating Scriptable Objects
448Unarmed As A Weapon
459Basic Weapon Pickup
673Quiz - Simple Weapons #1
Left Handed Weapons
705Make A Weapon Projectile
685Shoot Projectiles
744Damage From Projectiles
556Trails & Prefab Variants
723Quiz - Simple Weapons #2
Destroy Old Weapon
577Improve Projectile Behaviour
680Fireball Weapon & Pickup
401Fireball Particle System
538Projectile Impact Effect
349Quiz - Simple Weapons #3
Destroy The Unwanted
856Resetting The Default Animator
417Dynamic Resource Loading
586Saving Weapon Choice
347Pickup Respawning
423Quiz - Simple Weapons #4
Progression Design
591Progression Scriptable Object
688Looking Up The Health Stat
841Debug Health Display
718Enemy Health Display
391Awarding Experience Points
652Editing Scriptable Object Files
560Quiz - Character Stats #1
Finding A Stat By Enum
541Saving Experience Points
176Displaying Experience
326Performant Lookups With Dictionaries
688Levelling Up
865Displaying The Level
186Squashing Health Bugs
472Events And Delegates
749Delegates And Actions For Leveling Up
424Saving Race Conditions
406Level Up Events And Particle Effects
719Damage Progression
660Quiz - Character Stats #2
Extensible Modifier System
723Percentage Modifiers
729Data Hazards And Race Conditions
475Hunting Down Race Conditions
550Awake vs Start
695Lazy Initialisation
769Progression Stats Spreadsheet
1205Quiz - Character Stats #3
Configurable Cursors
760Cursors And UI
636Generic Raycastable Components
889Cursor Type With IRaycastable
425Raycast Sorting
580Raycasting To A NavMesh
959Calculating A NavMesh Path
950Quiz - Final Polish #1
In Game UI
586Text Fading Animation
306Spawning Damage Text
479Using Unity Events
689Updating The Damage Text Value
308Unity Events With Parameters
394Health Bar UI
774Updating The Health Bar Scale
425Disabling Empty Health Bars
348Quiz - Final Polish #2
Fixing The Fader
693Coroutine Race Conditions
653Camera Facing LateUpdate Fix
116Sound Effects And UnityEvents
829Quiz - Final Polish #3
Weapon Prefab Refactor
442Fighter To Weapon Communication
582Boom Microphone Audio Listener
500Health Pickup Hack
500Visual Polish Audit
347Visual Polish Part 1
448Visual Polish - Macro Details
702Visual Polish - Micro Details
732Quiz - Final Polish #4
Combat Moment Fine Tuning
384Bug: Attacking Distant Enemies
480Enemy AI Agro
455Enemy Mob Mechanics
614Bug: Shooting Over Water
189You've Finished The Course!
89You should be able to write basic C# (loops, conditionals, components, etc)
Some familiarity with Unity's APIs is helpful.
You should know your way round Unity 5's editor.
Create core combat mechanics for melee, ranged and special attacks.
More advanced C# techniques such as interfaces, delegates, and co-routines.
Create pathfinding systems and patrol paths for enemies and NPCs.
Make a detailed level with terrain, enemies, triggers, lighting, particles and props.
Balance the player and enemy stats (eg. health, damage, movement, attack speed, and more).
Advanced game design, project management and code architecture strategies.