Release date:2021, May 8

Author:Ben Tristem, Rick Davidson, Sam Pattuzzi

Skill level:Beginner

Language:English

Exercise files:Yes

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.

This course is the first part in our RPG series. There are two other separate courses in this series, one which focuses on the Inventory system and another that deals with Dialogue and Quests.

Role Playing Games can be complex to create, with many interacting gameplay systems. We make it easy for you, with this online course that teaches you 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 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).

01. Introduction & Setuo 01. Welcome To The Course 02. Install Unity 2018.3 03. Install Visual Studio Code 04. Quick Game Design Overview 05. Architectural Overview 06. Community & Support

02. Basic Movement 01. Section Overview – Basic Movement 02. Create A Simple Sandbox 03. Move Using Nav Mesh Agent 04. Refining Your Nav Mesh 05. Introduction To Raycasting 06. Implement Click-To-Move 08. Create A Fixed Follow Camera 09. Animation Blend Trees 10. Match Animation To Movement 11. Basic Movement Tweaks 12. Project Folder Structure

03. High Level Game Design 01. Section Intro – High Level Design 02. 1.5 Page Game Design Document 03. The Player Experience 04. First Draft Of Your GDD

04. Basic Combat 01. Section Overview – Basic Combat 02. Separating The Control Layer 03. Namespaces To See Dependencies 04. Raycasting For Components 05. Implementing Action Priority 06. Move Within Range 07. Cancelling Combat With Movement 09. Decoupling Dependency Cycles 10. Dependency Inversion With Interfaces 11. Add Attack Animation 12. Trigger Animation In Code 13. Throttling Our Attacks 14. Taking Damage 15. Nested Prefabs And Variants 16. Using Prefab Variants 18. Any State Animations 19. Trigger Death Animation 20. Stop Attacking Already 21. Look Them In The Eyes 22. Ignore Dead Enemies 23. Bugs What Bugs

05. Enemy AI 01. Section Overview – Enemy AI 02. Calculating AI Chase Distance 03. Swappable Control Systems 04. Disable Control When Dead 05. Visualising With Gizmos 06. AI Guarding Behaviour 08. Thats Some Suspicious Behaviour 09. Visualising Waypoints 10. Waypoint Loops 11. Patrolling Behaviour 12. Dwelling At Waypoints

06. First Moment 01. Section Overview – First Moment 02. Design A Moment 03. Sketch Your Moment 04. Tips To Improve Workflow 05. Craft The Environment 06. Hits-To-Kill Design Metric 08. Tweak Enemy Patrol 09. Cinemachine Follow Camera 10. Make Cinematic Sequence 11. Trigger Cinemachine Cut Scene 12. The Observer Pattern In C# 13. Player Input In Cutscenes

07. Scene Management 01. Section Overview – Scene Management 02. Make A Second Scene 03. Scene Loading Portals 04. How Coroutines Work 05. Wait For Scene To Load 06. Player Spawn Point 07. Cross Scene References 08. Canvas Groups For Fading 10. Nested Coroutines For Fading 11. Avoiding The Singleton Pattern

08. Saving System 01. Section Overview Saving System 02. Save System Design 03. File Paths In C# 04. Understanding Unicode 05. Filestream Read And Write In C# 06. Converting To Binary In C# 08. BinaryFormatter For Serialization

09. Updates & Important Messages 01. New Content Coming Soon

10. Character Movement (Older Content) 01. Why You Should Buy This Course 02. Welcome To The Course 03. About Character Movement 04. Start Designing Your RPG 05. Set Up A Combat Sandbox 06. A Simple DIY Follow Camera 07. Pan And Tilt Camera Options 08. Prototyping With Placeholders 09. Raycasting And Layer Masks 10. Using Raycasts To Query Click 11. Click Mouse To Move 12. Work Breakdown Structure 14. Instructor Hangout 1.1 15. Organizing Project For Teamwork 16. Using Cursor Affordances 17. Most Important Combat Feature 18. Gamepad Movement Mode 19. Onion Design 20. The Player Experience 21. TODOs And Bug Fixes 22. The Observer Pattern 23. Using Delegates In C# 24. The Event Keyword In C# 26. Instructor Hangout 1.2 27. Section 1 Wrap Up

11. Core Combat (Older Content) 01. Section 2 Introduction 02. Attacking The Enemies Design 03. Using Gizmos To Visualise Code 04. Player Health Bar UI 05. Enemy Floating Health Bar 06. Ranged Attack Problem 07. Update Your 1 Page GDD 08. Set Your Art Direction 09. Sketch Your Prototype Level 10. Importing Level Assets 12. Instructor Hangout 2.1 13. Creating Terrain 14. Block Out Your Level 15. Review And Adjustments 16. Commenting Your Level 17. Standardising Scene Setup 18. Dimensional Analysis Primer 19. Help Writing Physics Code 20. Make Enemies Pathfind To Player 21. Dont Panic! 22. Fully Event Based Raycasting 23. Writing Custom Editors 24. Player Pathfinding To Enemies 27. Instructor Hangout 2.2 28. Prototyping Goals And Progress 29. Refine Your Nav Mesh 30. Tuning And Exploring 31. Importing Humanoid Animations 32. Using Interfaces In C# 33. Calling Methods Via Interfaces 34. Enemy Move And Attack Spheres 35. Spawning Enemy Projectiles 36. InvokeRepeating() vs StartCoroutine() 37. Player Melee Damage 39. Instructor Hangout 2.3 40. Creating Enemy Archetypes 41. Health And Damage Philosophy 42. Start Your Stat Spreadsheet 43. Healing Companion Prototype 44. Level Story Theme And Flow 45. Playable Level With Combat 46. Rising Complexity, Refactoring 47. Using The Trail Renderer Component 48. Preventing Projectile Pass-Through 50. Instructor Hangout 2.4 51. Fix Wobbly Characters 52. Thoughts On Organisation 53. Preparing Our Assets Folder 54. Set Dressing Our Level 55. Adding Water 56. Movement Bug And Water 57. Adding Trees 58. Asset Showcase Scene 59. Get Your Dev Hat Back On 60. Introducing Scriptable Objects 62. Adjustable Weapon Grip 63. Problems With Prefabs 64. Import Mecanim Animation Pack 65. Projectiles Discriminate 67. Section 2 Wrap Up

12. Modifiers And Abilities (Older Content) 01. Section 3 Introduction 02. Design Planning And Decisions 03. Your Game Design Document 04. Unity 5.6 And VS Community 2017 05. Using Namespaces In C Sharp 06. The Animator Override Controller 07. Protecting Our Interfaces 08. Untangling Standard Assets 09. Trigger Player Hit Animation 10. Triggering Audio On Radius 12. Terrain Optimization 13. Our First Dialogue 14. Tasks And Bugs 15. Placing Props 16. Weapon Design 17. Changing Your Skybox 18. Bridges And Navmesh 19. Enemy Mesh Antics 20. Adding An Energy Mechanic 21. Extension By Composition 23. Detecting By Layer In 3D 24. Simplifying Click To Move 25. Simplifying Click To Attack 26. Player Choice In Combat 27. Special Abilities System Overview 28. Storing Special Ability Config data 29. Making A Class Single Purpose 30. Implementing Power Attack Behaviour 31. Using Structs For Parameter Sets 32. Create An Area Of Effect Ability 34. Regenerating Energy Over Time 35. Game Feel Intro 36. Game Feel Audit 37. Spreadsheet Strategy 38. Spreadsheet Spine 39. When Mouse Leaves Game Window 40. Coroutine For Death Sequence 41. Player Damage & Death Sounds 42. Player Death Animation 43. Using Image Fill In UI 45. Adding Special Ability UI 46. Level Design Paradigms 47. Level Design Choice 48. Assets And Improvements 49. Particle Effects Intro 50. Glowing Dust Effect 51. Spawning Particles At Runtime 52. Self Heal Special Ability Challenge 53. Triggering Special Abilities From Keys 54. Finishing The Self Heal Ability 56. Critical Hit And Weapon Bonus 57. AOE Particle Effect 58. Self Heal Particle Effect 60. Section 3 Wrap Up

13. Finished Demo ( Older Content) 01. Section 4 Introduction 02. From Interface To Inheritance 03. Less Lines Of Code Is Better 04. Centralise And Improve Audio Clips 05. Making Abstract Methods Concrete 06. Weapon Pickup Points 07. Weapon Change Mechanics 08. Eliminate AICharacterControl 09. Simplify Unitys ThirdPersonCharacter Class 10. Introducing Unity 2017 12. Caution With Callbacks In Refactors 13. Eliminating ThirdPersonCharacter.cs 14. Extracting a DamageSystem Component 15. Getting To Compilation With Focus 16. Centralising Special Ability Code 17. Eliminate A Struct And Interface 18. Using Optional Parameters In C 19. Having Characters Build Themselves 20. Completing Character Self-Setup 21. A SetDestination() Movement API 23. A Strong Character Basis 24. Slowly Extracting WeaponSystem 25. Recap And Review When Tired 26. Simplifying Enemy To EnemyAI 27. AI Behaviour Tree In Unity 28. Waypoint Paths With Editor Gizmos 29. Patrolling Using Coroutines 30. Automatic Repeat Attacking 31. Stopping Coroutines In Update 32. Special Ability Animations 34. Running Coroutines In Series 35. Finshing The Fight 36. Finishing The Weapon System 37. Polish Audit 38. Tuning Paradigms 39. Rebuilding Enemies 40. Surprise And Delight 41. Continuous Attack Bug 42. Lazy Enemy Bug 43. Dialogue Workflow 45. NPCs That Dont Hit 46. Wandering NPCs 47. Grip Scaler 48. Easier To Hit Enemies 49. Bens Bug Bashing Bonanza 50. Achieving Audio Awesomeness 51. More Death Bugs 52. Music And Ambience 53. Tweak Your Lighting 54. Final Design Thoughts 56. Congratulations

[Udemy] RPG Core Combat Creator Learn Intermediate Unity C# Coding.7z [Udemy] RPG Core Combat Creator Learn Intermediate Unity C# Coding_Subtitles.7z

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