
Learn to set up a text editor for Unity development using Visual Studio Code, install the C# extension, match the .NET version, and run a simple hello script.
Balance hits to kill by modeling archetypes—tank, mage, archer, caster—using spreadsheet simulations to tune physical and magic damage, DPS, and combat speed.
Explore how accuracy and dodge determine hit chances in game combat, and implement a single dynamic formula that updates damage, HP, and growth stats across columns and lines.
Balance damage and hp by linking hp growth to level-based damage increases of 2.5 percent per level, factoring magical items, plasma damage, and phase-based adjustments in the tank table.
Remaking the hit rate, the lecture replaces the old formula with accuracy minus agility, standardizes a centralized hit chance, converts percentages to decimals, and adds defense and damage columns.
Fixes a bug where damage could heal units via negative values due to constitution, by using max instead of min when adjusting hp, ensuring zero floor and correct healing.
Learn how to remove status effects by targeting only beneficial ones, use status holder and get components in children, and safely destroy components without deleting the game object.
This lesson builds a targeting system for skills, showing self-targeting vs random targets, handling no valid targets, and testing vanish and non-stacking buffs in a combat simulator.
Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.
What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?
How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?
In this course you'll see in depth how to create and balance stat systems. We will discuss about game design decisions and their consequences, then we will create a spreadsheet with stats and try to keep it balanced as different classes level up.
You will also use those same stats in a skill system we will develop from scratch in Unity. This system will be able to create damage skills, healing skills, skills that apply buffs and debuffs, etc. They will also use both percentage-based or stat-based calculations.
And to test everything, we will create a simple automated turn-based system.
I hope to see you there o/