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Create an Idle Tycoon Game using Visual Scripting in Unity
Rating: 4.2 out of 5(135 ratings)
803 students

Create an Idle Tycoon Game using Visual Scripting in Unity

Use the Powerful Visual Scripting Tool in Unity (formally Bolt) to Build a Fun Idle Tycoon Game. No Coding Required!
Last updated 12/2021
English
English [Auto],

What you'll learn

  • Understand the power and flexibility of Bolt & Unity in making Games without Coding
  • Utilize Design Patterns to Create Increasingly Complex Games
  • Prototype Games Quickly Using the Bolt Visual Programming Tool & Unity
  • Use Super Units to Organize Your Game Architecture

Course content

1 section14 lectures3h 15m total length
  • Introduction - Learn to Build a Fun Idle Tycoon Game using Bolt & Unity1:35

    Learn to build idle tycoon game in Bolt and Unity, starting from basics to create flow machines and idle timers without coding, using flow graphs, vin-based communication, and super units.

  • Setting up the Unity Project and Installing Bolt3:13

    Set up the Unity project and install Bolt via the package wizard, generate inspectors and type options, and read the Bolt manual to start building an idle tycoon game.

  • Creating our First Flow Machine in Bolt16:52

    Create our first flow machine in bolt to manage the money variable in the idle tycoon game, display it in a ui text, and increment on the button click.

  • Capture the onClick Event from the Button and MAKE MONEY!!9:52

    Wire a button click to the money counter in visual scripting: capture the on click event, add one to money, store it, and update the money text.

  • Create a Timer and a Progress Slider for our Game9:04

    Click the button to start a three-second timer, then update money and the UI text when it finishes, while driving a progress slider with elapsed percent and resetting it afterward.

  • Upgrade the Layout for Our Idle Stores7:56

    Upgrade the layout by creating a reusable store panel, placing a timer, counter, and buy button inside, and preparing multiple stores with proper naming and visuals for future profit changes.

  • Refactor and Create a Flow Machine for our Stores17:10

    Refactor the store panel by fixing anchor points, move the flow machine from the game manager to the store panel, and prepare a reusable prefab with scene variables for money.

  • Create a Custom Event to Update the Money in our Game Manager16:44

    Refactor your tycoon flow using scripting by sending store profits as a custom event to the game manager, which updates money and user interface, decoupling store logic from currency handling.

  • Learn to use Super Units to Better Organize Your Flow Machines8:06

    Refactor the store timer into a super unit to organize the store flow graph, exposing inputs and outputs for starting, finishing, and updating money via the game manager.

  • Implement the Store Buy Button
  • Finish Implementing the Buy Button16:14

    Finish implementing the buy button by turning the flow into a super unit, checking money with a compare, spending store cost, and updating money for purchases.

  • Getting Profits From Multiple Stores and Setting up Store Name8:10

    Multiply each store's profit by its count to grow money, then set up dynamic store names using variables and UI text in a Unity visual scripting idle tycoon game.

  • Create Managers to Automate Store Timers19:15

    Implement managers to automate store timers in an idle tycoon game, unlocking a manager with a cost and earning money automatically when the timer runs.

  • Refactoring and Improving Flow Graph Organization with Super Units16:10

    Refactor the idle tycoon game’s visual scripting by organizing flow graphs with super units, moving setup logic to startup, and modularizing store code for cleaner, reusable architecture.

  • ASSIGNMENT: Refactoring Flow Graphs
  • Refactoring References to the Game Manager18:40

    Refactor game manager references with dependency injection and startup injection, replacing frequent lookups with get variable calls to improve idle tycoon timers and event handling in visual scripting.

Requirements

  • You must have Unity 3d & Bolt from the Unity Asset Store
  • A Basic Understanding of the Unity Editor and Development Concepts is Helpful
  • A Desire to make FUN Games without Writing any code

Description

Welcome to the very first Bolt  (Visual Scripting) Course on Udemy!!!

I'm happy to release this course and look forward to your feedback. Even if you do not choose to purchase my course I strongly encourage you to give Visual Scripting (formally Bolt) a try. It's a great tool for beginning or experienced developers.

Why Use Vispual Scripting for Making Fun Video Games?

Developing Games can be very fun and rewarding once you know how. And with Unity's Visual Scripting Tool (Known as Bolt when this course was created) it has never been easier to build full robust games without any programming.

I've been a business application & game developer for over 30 years.  I honestly think Unity's Visual Scripting tools is one of the best that I have worked with. In this course you too will quickly see the real power of Visual Scripting as we almost effortlessly build a fun idle tycoon game like adVenture Capitalist. Even if you have never programmed before, this course will allow you to get started building the game in a matter of minutes.

Over the past 30 years I've developed games in a variety of platforms and languages.  On Udemy alone I have successful game courses on Odoo, Python, C#, and PlayMaker. I really cannot say enough good things about Unity's Visual Scripting Engine.

It is easy to use and integrates nearly seamlessly with the Unity Editor.

How does Unity's Visual Scripting compare to Playmaker?

In addition to Unity's built in scripting there are several other popular visual scripting assets also available. One of the most popular is Playmaker. Playmaker allows you to use finite state machines to build games. Unity's Visual Scripting platform also provides state machine diagrams that perform much like Playmaker in managing states. The big benefit of Unity's Visual Scripting however is that the scripting flow diagrams themselves map directly to the C# and UnityEngine libraries. This gives you a great advantage if you already know C# when coming into Visual Scripting in Unity. Once I understood how to connect units and create flow graphs I was able to build games with virtually no learning curve at all as I already know C#.

Playmaker however uses custom actions that you use to power your state diagrams. These work well and Playmaker is a great asset. Unfortunately having to learn proprietary actions and commands is a big drawback of playMaker. Especially for those who intend to further their game development skills by learning C#. 

Unity's Visual Scripting can help you learn C#

If you are a new C# programmer who is finding the syntax of the code gets in your way I can't recommend Bolt enough. Even better, you can configure it to use real C# syntax in the visual units. I really enjoy how I can use real C# methods with the exact same arguments I would use in real C# scripts. It's like intellisense on steroids. This tight tie in with C# makes it that much easier to incorporate what you learn from Bolt into improving your C# skills.

Bolt allows you to focus on game design and achieving results rather than all the syntax of writing code. If you are an experienced C# developer you owe it to yourself to take a look at Bolt for prototyping and approaching game design from an alternative perspective.

Bolt offers a rich API so it is easy to integrate your own C# scripts with Unity's Visual Scripting flow graphs.


 

Who this course is for:

  • Anyone who wishes to learn how to make Video Games or Learn New Ways to Make Video Games
  • C# Developers who wish to get more familiar with Game Design and the API's
  • Beginning Developers who wish to learn how develop games and later transition to C# Development
  • Developers who Learn Better Visually