
Install Unity using Unity Hub, create a Unity ID, choose the personal plan, and install VS Code, .NET, the C# dev kit, and Unity tools for coding.
Create a new Unity 2D project, configure Unity 2D, set up ground and background tile maps, then import a tileset, slice into 32-pixel tiles, and build a tile palette.
Develop the walker script and all generation variables in Unity 2D, wiring tile maps, serialized fields, and grid and worker management for procedural roguelite levels.
Code the walker algorithm to stay within workable bounds, perform a random walk inside the grid, and mark visited tiles. Enable grid bounds handling and runtime level generation.
Create a two-dimensional roguelite level in Unity by calculating grid and walker bounds, generating the level with walkers, and filling tile maps from visited tiles.
Bind the R key in the Unity input system’s UI action map to restart the level, wiring an onRestart callback to regenerate the grid and level.
Adjust the main camera size to fit your screen resolution and test changes. Demonstrates the procedural map view and prepares for Cinemachine and a sprite atlas.
Implement a player handler in Unity to place the player at the leftmost tile and the exit at the right, using grid min/max and ground tile map for level generation.
Place the player prefab after level generation by destroying existing instances, finding the leftmost floor tile, converting to world coordinates, centering the spawn, and waiting with a coroutine.
Learn 2D player movement in unity by adding a rigidbody 2d with zero gravity and frozen rotation, wiring the move action, and driving velocity in fixedupdate.
Add a tilemap collider 2D to the background, then attach a composite collider 2D with a static rigidbody, merge tilemap colliders, and ensure the player remains within the generated level.
Build a seamless 2D background in Unity using an autotile with a bitmask, adjust camera projection to fix tearing, and configure platformer and top-down tile sets.
Learn how to fix tilemap tearing by creating and configuring a sprite atlas in Unity, switching to point filter, disabling compression, and packing tiles for a seamless atlas.
Import the final tile set in Unity, slice 32x32 auto tiles, and create reusable bitmask tiles to build the 2D background and set up custom physics shapes for collision.
Create and apply a custom physics shape in the sprite editor to generate precise tile colliders across the tile set, then test and adjust the Unity 6.2 collision system.
Master runtime y-sorting in Unity 2D by using custom axis transparency sort, aligning background tile map and player sorting layers, and adjusting colliders for correct overlap.
Import the player's spritesheet, slice it into sprites, and create animation clips for idle, move, attack, and dead; adjust the scale, collider, and atlas packing for a seamless Unity animation.
Learn to build a reusable flip controller script in Unity, flipping the sprite on the X axis based on input or mouse position, and reuse it on players and enemies.
Create a Unity animator controller for the player, configure idle and move states with zero exit time and instant transitions driven by a moving bool using velocity to toggle animation.
Install Cinemachine in Unity, create a 2d camera and a virtual camera, and bind the camera to follow the player. Bound the camera within a bounding box with adjustable zoom.
Create a bounding box with a trigger box collider and Cinemachine bounding shape to constrain the camera to the level while following the player.
Set up pixel perfect camera in Unity, set assets per unit to 32, and use resolution 320 by 180 with Cinemachine Pixel Perfect to fix jittered movement via fixed update.
Create a player health system in a Unity 2D roguelite by implementing a static health class with a getter and setter, clamped life values, and a UI to display lives.
Set up a heart UI in Unity with a screen overlay canvas and scaler, and implement an art system script to generate heart icons from a five-sprite array on grid.
Develop a dynamic UI heart system in Unity that instantiates hearts at runtime, clamps max health to 12, and updates the display as health changes.
Implement a dead animation trigger in a 2D procedurally generated roguelite in Unity by wiring an any state transition to a dead boolean, then restart the level with scene management.
Create a gun object that rotates with the mouse to aim and shoot at the cursor, including a gun muzzle, bullet prefab, and proper sprite setup.
Rotate the gun around the player to face the mouse by converting the mouse screen position to world point and using atan2 for rotation, flipping the sprite at ±86 degrees.
Flip the player toward the mouse position using the mouse world position and a mouse-based flip function, with flipping mode to switch to input when the gun is not visible.
Create and code a bullet for the 2D roguelite in Unity by building a bullet object with sprite renderer, rigidbody 2D, circle collider, and lifetime-based destruction on solid collisions.
Explore scriptable objects in Unity to define shooting patterns, including a single shot pattern, through an abstract fire method that instantiates bullets from the muzzle at a set speed.
Create a Unity 2D roguelite gun system by scripting a bullet prefab with muzzle, shooting pattern, and fire rate; toggle gun visibility via input and aim with the mouse.
Implement the shooting mechanics by handling visibility, input actions, and a shoot timer to enforce fire rate, delegating to a modular shooting pattern that uses a bullet prefab and muzzle.
learn to sort the gun sprite dynamically in unity by adjusting the sorting order via a rotation-based rule, using front and back orders and an angle threshold.
Create triple shot pattern in Unity using a scriptable object, looping from -1 to 1 to fire three bullets in a spread, rotating by the spread angle around the muzzle.
Trigger a screen shake in a 2D Unity game by using a Cinemachine impulse listener on the camera and an impulse source on the player, triggered during shooting.
Create a static ammo count in Unity, subtracting on each shot, gating firing when empty, and updating a Text Mesh Pro UI to show current ammo.
Create an object placer in Unity to spawn objects on the level grid, scanning the ground tile map and gathering floor tile positions for random placement.
Learn to implement a coroutine-driven object placer that places prefabs randomly on floor tiles after level generation, converting tile positions to world positions, handling null references, and preventing overlaps.
Create an ammo collectible in Unity by adding a sprite, animation, and trigger collider; detect the player with OnTriggerEnter2D, increment ammo count, and destroy the object.
Place an exit in a 2D procedurally generated roguelite using an exit handler that finds the farthest tile from the player via Euclidean distance in Unity 6.2.
Create an exit object in Unity, implement a trigger collider that restarts the level when the player touches it, wire it to the worker, and add a looping exit animation.
Create a Unity enemy that can be instantiated in the level, moves randomly, detects and shoots the player, and can be killed using modular scripts, a sprite, and a prefab.
Implement enemy movement in a 2D Unity roguelite using a sine wave path with separate x and y amplitudes and frequencies, offset by time to create a subtle random-looking patrol.
Create a Monobehaviour script that randomly scales enemies at instantiation using min and max scale fields, and applies the result to the enemy's transform.localScale.
Create a damage manager in Unity to detect bullet collisions via OnTriggerEnter2D, verify the bullet tag, and destroy the enemy on hit.
Implement enemy shooting in a 2D roguelite in Unity 6.2 by spawning bullets from a prefab, using a detection radius, fire rate, bullet speed, and a size-driven bullet count.
Create a bullet enemy in Unity with a sprite, a Rigidbody 2D, and a trigger collider. Despawn after a lifetime and damage the player on collision, with spread.
Learn how to reuse an object placer to spawn enemies, ammo, and collectibles in Unity, by duplicating placers, wiring serialized fields, and ensuring non-overlapping spawns across restarts.
Dive into the thrilling world of roguelite game development with this comprehensive, hands-on course! Learn to create a dynamic 2D top-down roguelite in Unity 6.2, featuring procedurally generated levels, modular gameplay systems, and polished mechanics that keep players coming back. Whether you're a beginner or a seasoned developer, this course guides you step-by-step to craft a replayable, action-packed game from scratch, perfect for your portfolio or indie release.What You'll Learn:
Procedural Level Generation: Master the walker algorithm to create unique, fully customizable levels at runtime, tweakable through Unity’s Inspector for endless variety.
Top-Down Movement & Shooting: Build a responsive player controller with modular, expandable gun abilities for dynamic, satisfying combat.
Unity’s Autotile System: Harness Unity 6.2’s new autotile system with custom physics shapes to design stunning, seamless levels that look professional.
Diverse Weapon Systems: Implement a variety of guns with unique behaviors to diversify gameplay and keep players engaged.
Smart Enemy AI: Spawn enemies that dynamically detect and shoot at the player when nearby, creating challenging and immersive encounters.
Polish & Optimization: Learn techniques to optimize performance and add polish, ensuring a cohesive, replayable roguelite experience.
Why Take This Course?
Build a game from start to finish with industry-standard tools.
Gain practical skills in procedural generation, modular design, and Unity’s latest features.
Perfect for indie developers, hobbyists, or anyone looking to create portfolio-ready games.
No fluff—just real, actionable techniques to bring your roguelite vision to life.
Who This Course Is For:
Aspiring game developers eager to learn Unity 6.2 and roguelite mechanics.
Intermediate developers wanting to master procedural generation and modular systems.
Unity enthusiasts excited to explore the new autotile system and physics shapes.
Prerequisites:
Basic knowledge of Unity and C# programming.
A passion for game development and roguelites!
By the end, you’ll have a functional 2D roguelite with procedurally generated levels, exciting combat, and polished visuals. Join now and start building your own procedurally generated 2D roguelite in Unity 6.2!