
An overview of what is covered in this short introductory course.
The course introduction.
The things you can't see that make the magic happen; that allow objects to communicate with each other and share data.
A non-technical explanation of what variables are.
In game example showing the importance of variables.
A description of the visual scripting tools that we'll use in place of coding in the Strange School courses.
Game examples made with visual scripting tools are provided.
Colliders; the things that allow you to define what objects are physical and real in your game.
How do game objects know who is who?
Grouping similar objects with tags.
Controlling your player is easier than you think it is.
Creating item pickups.
Using boolean variables to open locked doors.
Health bars watch your health variable and copy it.
The simple stuff behind killing enemies and dropping loot.
Save variables on the player's computer and read them the next time they play the game.
Unity's Navmesh system does all the hard work for you.
Raycasts are an important tool in your game dev toolbox.
A lot of what you do in game dev is very simple; layer these simple techniques for awesome results.
Controlling and managing animation is achieved through making animation clips and triggering them with variables.
Control when damage is done with animation events.
It's never been this easy to make video games.
Start with the Strange School today and you'll be making games tomorrow.
A look at all the awesome stuff we are going to learn in this tutorial series!
Make sure to download the course materials.
We are going to launch Unity and import the assets and packages that we need to make our game.
We use Playmaker to make our playable character move. Part 1 of 2.
We add a free script to polish our Playmaker player movement controls. Part 2 of 2.
We begin to add animations to our playable character using Playmaker and Unity's Mecanim animation system. Part 1 of 3.
We dive a bit deeper into Mecanim so we can trigger our animations exactly when we want them. We also add a third person camera that tracks our character. Part 2 of 3.
We make our playable character jump when a user presses a button and add a jump animation. Part 3 of 3.
We begin to build out the level by adding walls and some torches.
We disable Unity's realtime GI system so we can have total control of the lighting and we start to set the mood for our scene.
We use Playmaker's trigger event to make a coin pickup that gives the player points.
We polish our coin pickup by adding some particle FX and a sound to it. We also add a UI to keep track of our player's points.
We use Playmaker to setup a gate that closes behind our player when they enter the Boss Area and locks them in. Part 1 of 2.
We use Playmaker and Mecanim to get the gate working to prepare for the Boss Fight. Part 2 of 2.
We use Playmaker to set up a health system for our player, so they are damaged by enemies and die when their health is gone.
We use Unity's UGUI system with Playmaker to create a health bar that updates when the player's health changes.
We add a particle effect whenever the player is damaged and a sound as well.
We use Playmaker to setup a landmine that explodes and damages the player when they step on it. Part 1 of 2.
We add blinking lights and alert sounds to our landmines. Part 2 of 2.
We import animations from our enemy model and apply them using Mecanim. We also use Unity's Navmesh system to define where the enemy can and can not walk in our level.
We use Playmaker to make it so our enemy automatically patrols the level.
We begin to work on creating an enemy that randomly patrols our level and attacks the player when it sees them. Part 1 of 2.
We use Playmaker, Mecanim and the Navmesh system to get the enemy to chase the player when it sees them. Part 2 of 2.
We make it so when the enemy swings its claw it damages the player. We use animation events to control when the claws can and can not damage the player.
We begin work on creating a weapon the player can hold in his hand and fire at enemies. Part 1 of 4.
We use Unity IK to keep the gun in the player's hand, then use Playmaker to make the gun fire projectiles. Part 2 of 4.
Now that our gun and bullets are working properly we add some polish to them with a muzzle flash and hit FX. Part 4 of 4.
We begin to set up our Boss character's FSMs and animation so it can fight the player. Part 1 of 2.
We make it so when our Boss dies a key pickup appears, which will open the door to the treasure. Part 2 of 2.
We begin setting up a bomb projectile the player will use to damage the boss. Part 1 of 2.
We add an FSM to the player that will equip the bombs when they pick them up, then test our bomb projectiles on the Boss. Part 2 of 2.
We begin to set up the Boss' Navmesh and AI system using Playmaker.
We add some spooky sounds and some blades that will hurt the player if touched by them. Part 1 of 2.
We add some spooky sounds and some blades that will hurt the player if touched by them. Part 2 of 2.
We add some Boss Fight music and set things up so the Boss automatically appears when the gate locks the player in.
We use Playmaker and Mecanim to set up a door that opens when the player has a key. Part 1 of 2.
We use Playmaker and Mecanim to set up a door that opens when the player has a key. Part 2 of 2.
We start work on creating a treasure chest that will open when the player stands in front of it and enters a password.
We use Playmaker and Unity's UGUI system to create a password field that the user must enter a password into to open the chest. Part 1 of 2.
We finish off the State Machines that will open the chest when the player puts in the correct password. Part 2 of 2.
We make it so a magic coin appears when the player successfully opens the treasure chest.
We add in some music and create a Playmaker setup so that the game resets itself when the player dies.
We use animation events with Playmaker to play a random footstep sounds when the player moves.
We add a jump sound when the player jumps and some attack sounds for the enemy.
We use Playmaker to give the ability to pause, quit and restart the game. We have to do a little troubleshooting to get the pause to work correctly. Part 1 of 2.
We use Playmaker to give the ability to pause, quit and restart the game. We have to do a little troubleshooting to get the pause to work correctly. Part 2 of 2.
We use Unity's UI system and Playmaker to create a looping intro menu for our game. Part 1 of 2.
We use Unity's UI system and Playmaker to create a looping intro menu for our game. Part 2 of 2.
We use Unity's built in image effects to make our game look nicer. We also adjust the UI anchor points to get them to stay in proper position when scaling the screen.
We add a menu that rewards the player when they finish the level.
We build a game for release so we can share it with the world!
We fix some last little issues in the game, including a mouse cursor that stays visible. This is the end; I hope you learned a lot!
M dot Strange shows you how to find and install Playmaker, then goes over the basics to get you going with it. Part 1 of 2.
M dot Strange shows you how to find and install Playmaker, then goes over the basics to get you going with it. Part 2 of 2.
In this bonus video M dot shows you how to use Playmaker to set up a bomb that damages enemies based on their distance from it when it explodes.
M dot gives an overview of PlayerPrefs and shows you how to use them with Playmaker.
We use a free Playmaker add-on called Arraymaker to set up an easy to use auto targeting system. Part 1 of 3.
We use a free Playmaker add-on called Arraymaker to set up an easy to use auto targeting system. Part 2 of 3.
We use a free Playmaker add-on called Arraymaker to set up an easy to use auto targeting system. Part 3 of 3.
We set up using a Raycast to target and damage enemies within a specific range. This video will get you familiar with using Raycasts which have a ton of uses in game dev. Part 1 of 2.
We set up using a Raycast to target and damage enemies within a specific range. This video will get you familiar with using Raycasts which have a ton of uses in game dev. Part 2 of 2.
Creating a working inventory system using Hash Tables from the Playmaker add-on Arraymaker. Part 1 of 4.
Creating a working inventory system using Hash Tables from the Playmaker add-on Arraymaker. Part 2 of 4.
Creating a working inventory system using Hash Tables from the Playmaker add-on Arraymaker. Part 3 of 4.
Creating a working inventory system using Hash Tables from the Playmaker add-on Arraymaker. Part 4 of 4.
In this course we will create an entire 3d third person game using Unity and Playmaker. Every step of the process is included. Students will learn everything they need to know to make their own 3d games without writing one line of code. A non technical introduction to game dev course is included, as well as an introduction to Playmaker and 6 bonus advanced Playmaker tutorials.
Strip away the mystery of game development with Unity + Playmaker and get in the game!
All assets including 3d character models and animation used in the course are included.
It will take 2 - 7 days depending on your speed; there are 15 hours of total material.
In the course we will create a complete 3d third person game from beginning to end; complete with weapon pickups, enemy NPCs, a Boss Battle and an Intro Menu and 'Game Over' screen.
No coding. No programming. Skip the grind of traditional game development like a boring cutscene by learning cutting edge visual scripting tools with the Strange School.
Start today and be a game developer tomorrow!