Rpg Core Combat Creator: Learn Intermediate Unity C# Coding 
Last updated 6/2022 
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz 
Language: English | Size: 12.18 GB | Duration: 27h 45m
 
Build Combat for Role Playing Game (RPG) in Unity. Tutorials Cover Code Architecture & Video Game Design. 
What you'll learn 
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. 
Requirements 
You 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. 
Description 
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). 
Overview 
Section 1: Introduction & Setup 
Lecture 1 Welcome To The Course 
Lecture 2 Install Unity 2018.3 
Lecture 3 Install Visual Studio Code 
Lecture 4 Not Making Intellisense? 
Lecture 5 Quick Game Design Overview 
Lecture 6 Architectural Overview 
Lecture 7 Community & Support 
Section 2: Basic Movement 
Lecture 8 Section Overview - Basic Movement 
Lecture 9 Create A Simple Sandbox 
Lecture 10 Move Using Nav Mesh Agent 
Lecture 11 Refining Your Nav Mesh 
Lecture 12 Introduction To Raycasting 
Lecture 13 Implement Click-To-Move 
Lecture 14 Create A Fixed Follow Camera 
Lecture 15 Animation Blend Trees 
Lecture 16 Match Animation To Movement 
Lecture 17 Basic Movement Tweaks 
Lecture 18 Project Folder Structure 
Section 3: High Level Game Design 
Lecture 19 Section Intro - High Level Design 
Lecture 20 1.5 Page Game Design Document 
Lecture 21 The Player Experience 
Lecture 22 First Draft Of Your GDD 
Section 4: Basic Combat 
Lecture 23 Section Overview - Basic Combat 
Lecture 24 Separating The Control Layer 
Lecture 25 Namespaces To See Dependencies 
Lecture 26 Raycasting For Components 
Lecture 27 Implementing Action Priority 
Lecture 28 Move Within Range 
Lecture 29 Cancelling Combat With Movement 
Lecture 30 Decoupling Dependency Cycles 
Lecture 31 Dependency Inversion With Interfaces 
Lecture 32 Add Attack Animation 
Lecture 33 Trigger Animation In Code 
Lecture 34 Throttling Our Attacks 
Lecture 35 Taking Damage 
Lecture 36 Nested Prefabs And Variants 
Lecture 37 Using Prefab Variants 
Lecture 38 Any State Animations 
Lecture 39 Trigger Death Animation 
Lecture 40 Stop Attacking Already 
Lecture 41 Look Them In The Eyes 
Lecture 42 Ignore Dead Enemies 
Lecture 43 Bugs? What Bugs? 
Section 5: Enemy AI 
Lecture 44 Section Overview - Enemy AI 
Lecture 45 Calculating AI Chase Distance 
Lecture 46 Swappable Control Systems 
Lecture 47 Disable Control When Dead 
Lecture 48 Visualising With Gizmos 
Lecture 49 AI Guarding Behaviour 
Lecture 50 That's Some Suspicious Behaviour 
Lecture 51 Visualising Waypoints 
Lecture 52 Waypoint Loops 
Lecture 53 Patrolling Behaviour 
Lecture 54 Dwelling At Waypoints 
Section 6: First Moment 
Lecture 55 Section Overview - First Moment 
Lecture 56 Design A Moment 
Lecture 57 Sketch Your Moment 
Lecture 58 Tips To Improve Workflow 
Lecture 59 Craft The Environment 
Lecture 60 Hits-To-Kill Design Metric 
Lecture 61 Tweak Enemy Patrol 
Lecture 62 Cinemachine Follow Camera 
Lecture 63 Make Cinematic Sequence 
Lecture 64 Trigger Cinemachine Cut Scene 
Lecture 65 The Observer Pattern In C# 
Lecture 66 Player Input In Cutscenes 
Section 7: Scene Management 
Lecture 67 Section Overview - Scene Management 
Lecture 68 Make A Second Scene 
Lecture 69 Scene Loading Portals 
Lecture 70 How Coroutines Work 
Lecture 71 Wait For Scene To Load 
Lecture 72 Player Spawn Point 
Lecture 73 Cross Scene References 
Lecture 74 Canvas Groups For Fading 
Lecture 75 Nested Coroutines For Fading 
Lecture 76 Avoiding The Singleton Pattern 
Section 8: Saving Asset Pack 
Lecture 77 Section Overview: Saving Asset Pack 
Lecture 78 The Saving System Overview 
Lecture 79 Triggering Saving And Loading 
Lecture 80 Saveable Components And GameObjects 
Lecture 81 Challenge: Saveable Health 
Lecture 82 Checkpoints Between Scenes 
Lecture 83 Loading The Saved Scene 
Lecture 84 BONUS: Capturing Multiple Parameters 
Lecture 85 BONUS: Runtime Objects 
Section 9: Saving System 
Lecture 86 Skip Or Continue 
Lecture 87 Section Overview: Saving System 
Lecture 88 Save System Design 
Lecture 89 Overview Of Binary Serialization 
Lecture 90 File Paths In C# 
Lecture 91 Understanding Unicode 
Lecture 92 Filestream Read And Write In C# 
Lecture 93 Converting To Binary In C# 
Lecture 94 BinaryFormatter For Serialization 
Lecture 95 Saveable Entities 
Lecture 96 Generating UUIDs In C# 
Lecture 97 Editing SerializedFields 
Lecture 98 Serializing With SaveableEntities 
Lecture 99 Saving Multiple Scenes - Part 1 
Lecture 100 Saving Multiple Scenes - Part 2 
Lecture 101 Checkpoints Between Scenes 
Lecture 102 ISaveable Components 
Lecture 103 Deduplicating UUIDs 
Lecture 104 Restoring Health 
Lecture 105 Reloading The Last Scene 
Lecture 106 Fading Before Scene Load 
Section 10: Simple Weapons 
Lecture 107 Section Overview: Simple Weapons 
Lecture 108 Equip A Weapon 
Lecture 109 Animator Override Controller 
Lecture 110 Creating Scriptable Objects 
Lecture 111 Unarmed As A Weapon 
Lecture 112 Basic Weapon Pickup 
Lecture 113 Left Handed Weapons 
Lecture 114 Make A Weapon Projectile 
Lecture 115 Shoot Projectiles 
Lecture 116 Damage From Projectiles 
Lecture 117 Trails & Prefab Variants 
Lecture 118 Destroy Old Weapon 
Lecture 119 Improve Projectile Behaviour 
Lecture 120 Fireball Weapon & Pickup 
Lecture 121 Fireball Particle System 
Lecture 122 Projectile Impact Effect 
Lecture 123 Destroy The Unwanted 
Lecture 124 Resetting The Default Animator 
Lecture 125 Dynamic Resource Loading 
Lecture 126 Saving Weapon Choice 
Lecture 127 Pickup Respawning 
Section 11: Character Stats 
Lecture 128 Progression Design 
Lecture 129 Progression Scriptable Object 
Lecture 130 Looking Up The Health Stat 
Lecture 131 Debug Health Display 
Lecture 132 Enemy Health Display 
Lecture 133 Awarding Experience Points 
Lecture 134 Editing Scriptable Object Files 
Lecture 135 Finding A Stat By Enum 
Lecture 136 Saving Experience Points 
Lecture 137 Displaying Experience 
Lecture 138 Performant Lookups With Dictionaries 
Lecture 139 Levelling Up 
Lecture 140 Displaying The Level 
Lecture 141 Squashing Health Bugs 
Lecture 142 Events And Delegates 
Lecture 143 Delegates And Actions For Leveling Up 
Lecture 144 Saving Race Conditions 
Lecture 145 Level Up Events And Particle Effects 
Lecture 146 Damage Progression 
Lecture 147 Extensible Modifier System 
Lecture 148 Percentage Modifiers 
Lecture 149 Data Hazards And Race Conditions 
Lecture 150 Hunting Down Race Conditions 
Lecture 151 Awake vs Start 
Lecture 152 Lazy Initialisation 
Lecture 153 Progression Stats Spreadsheet 
Section 12: Final Polish 
Lecture 154 Configurable Cursors 
Lecture 155 Cursors And UI 
Lecture 156 Generic Raycastable Components 
Lecture 157 Cursor Type With IRaycastable 
Lecture 158 Raycast Sorting 
Lecture 159 Raycasting To A NavMesh 
Lecture 160 Calculating A NavMesh Path 
Lecture 161 In Game UI 
Lecture 162 Text Fading Animation 
Lecture 163 Spawning Damage Text 
Lecture 164 Using Unity Events 
Lecture 165 Updating The Damage Text Value 
Lecture 166 Unity Events With Parameters 
Lecture 167 Health Bar UI 
Lecture 168 Updating The Health Bar Scale 
Lecture 169 Disabling Empty Health Bars 
Lecture 170 Fixing The Fader 
Lecture 171 Coroutine Race Conditions 
Lecture 172 Camera Facing LateUpdate Fix 
Lecture 173 Sound Effects And UnityEvents 
Lecture 174 Weapon Prefab Refactor 
Lecture 175 Fighter To Weapon Communication 
Lecture 176 Boom Microphone Audio Listener 
Lecture 177 Health Pickup Hack 
Lecture 178 Visual Polish Audit 
Lecture 179 Visual Polish Part 1 
Lecture 180 Visual Polish - Macro Details 
Lecture 181 Visual Polish - Micro Details 
Lecture 182 Combat Moment Fine Tuning 
Lecture 183 Bug: Attacking Distant Enemies 
Lecture 184 Enemy AI Agro 
Lecture 185 Enemy Mob Mechanics 
Lecture 186 Bug: Shooting Over Water 
Lecture 187 You've Finished The Course! 
Section 13: Continuing Your GameDev Journey 
Lecture 188 Bonus Lecture 
Lecture 189 Coupon For Original Course Content 
This course is for intermediate Unity users who want to create their own RPG.,Our Complete Unity Developer course provides the perfect pre-requisite.
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