
We download the required software to start developing the game.
We setup our engine's layout, to facilitate work.
We download our Art for the game.
Source code and project files are available here, in the lesson's resources.
Please make sure to ask for help if you're blocked! Nothing is worst than spending 4 or more hours on a litte mistake. We're here to help :)
We open up the Sprite editor, and learn how to crop sprites so we can use them in the game.
We setup our scene, so it is ready to receive our sprites.
We create our first C# Script
We manipulate the Transform component of our sprite and therefor, move the player around the screen.
We use physics to determine whether an object is in the way of our sprite.
We add a camera on top of our sprite, making sure we follow his movement across the scene.
We open the sprite editor, and start cropping out the desired floor and wall tiles
We explore the Tile Palette Window
We start using the TileMap system to lay down our Main Scene
We keep exploring TileMap as we create the Dungeon Scene.
We create our base Collidable Object
We use the power of inheritance to derive a Chest object from Collidable
We insert a new layer in between the chest, and the collidable object.
We yet again derive from collidable to create another object that triggers an action on collision.
We start keeping track of the player's progress by keeping the required variable and their value in the Game Manager object.
We slip our piece of code at a very specific time in the application flow, using a event fired by Unity
We create our own Save Format under a string object, and push it to the Player Preferences.
We define the content of a floating text object.
We lay down the base of our Floating Text System, including the Show Function
We call our manager from different scripts, and test out our new System.
We crop out our weapon from the sprite texture, and start defining weapon.cs
We crop out an enemy, and turn him into a target dummy.
We sneak in a new class in beneath the Player and Enemy, this one shall grant the object fighter properties.
We yet again sneak in a class in between Fighter and Player, this one will allow the derived object to move around the map.
We give our enemy a brain that will make him rush at our player when he sees it.
We implement a push direction on all mover object, to make sure they're projected backward when they get hit.
We bring up the Animator window, and create a Swing animation for our weapon
We connect the code to the weapon, and allow the player to trigger the swing in-game.
We create the canvas, and separate it by sections.
We open up the Animator yet again to create a show, and a hide animation for our Menu.
We add the three menu sections and their respective art.
For our menu to display proper data, we need to implement the code behind it.
We use the menu previously made, to create a function that will upgrade the weapon.
We use another piece of menu to facilitate character selection.
We create the proper function, to interpret the player's experience and cast it into Levels.
We fix the Scene Flow, allowing the player to travel from one scene to another without having bugs.
We change the texture import settings to correct visual anomalies.
We fix the transfer of objects in between scenes.
We fix some issues, and create a healing fountain for our player to restore his hitpoints.
We create a new collidable object in a record time.
We use the torch sprites we've cropped in the previous episodes to create a sprite animation.
We add a hitpoint bar on our static Heads Up Display
We add a royalty free font to use in our project.
We create a boss with special orbiting enemies
We create an action when our player dies, redirecting him to the main scene.
We correct some bugs as we wrap up the project.
If you are interested in quickly developing an amazing top down RPG while learning tricks of the trade to speed up your workflow in Unity, or just looking to learn how to use the engine to its full potential then you've come to the right place.
In this Unity course, you will:
Detect collisions, receive user input, and create player movements
Use the Animator and animations to save precious coding time
Use the new Tilemap system
Collect and destroy game objects
Navigate the Unity Engine
Use C# Inheritence