
Create a fun pirate trading game in Unity using PlayMaker and finite state machines, moving from beginner to confident developer through real-world game design principles.
Create a new Unity project, install and import PlayMaker from the asset store, then prepare the tools to build a pirate trading game.
Learn to lay out a basic Unity UI for a pirate trading game with PlayMaker, including cash, bank, day, city indicators, and a travel button with a finite state machine.
Create your first PlayMaker finite state machine to increment the day variable and update the on-screen day value using UI text, within a simple game manager.
Wire a travel event to a PlayMaker FSM, connect a button to send the travel event, advance the day, and update the UI and variables such as day and loan.
Convert the travel button into a city state machine to travel between cities. Send the city name to the game manager and update the current city display.
Explore using prefabs in Unity to create reusable travel buttons and UI panels in a grid layout. Learn editing prefabs versus instances and preserving game manager references.
Define and visualize game products with a per-product finite state machine in PlayMaker and Unity, building panels, prefabs, and city-specific price logic for a pirate trading game.
Use a nested loop in PlayMaker and Unity to automatically create city product objects and assign city-specific prices. Leverage prefabs and an FSM to manage cities, products, and debugging outputs.
Create city product game objects from prefabs in Unity with PlayMaker, link cities to products and random prices, and parent them under city panels via FSM data for dynamic pricing.
Update the product pricing panel when changing cities by wiring the current city to the UI, refactoring event flow, and looping through city products to refresh prices.
Update the city products panel to reflect city-specific prices by sending a set price event and updating the price text for each city product.
Create a state machine to support buying in the pirate trading game, define max ship load, track ship quantities, and wire ui input fields to purchase actions across city-based prices.
Wire the buy button to a dedicated buy-sell FSM on the city products panel, loop through each product's quantity input, update ship hold, and refresh the ui.
Wire the buy button to fire a buy event from the product panel using PlayMaker FSMs, loop through items, and add the buy amount to the ship hold.
Use PlayMaker and Unity to track current ship hold and max ship hold, display as 'current / max' in the UI, and validate purchases against space.
Validate ship hold space before purchases and test the buying loop. Update the game manager via events to reflect new ship hold quantity and prepare to check for enough money.
Set up starting money and compute total purchase cost by multiplying price by quantity in the products panel, then check cash before buying and update cash and UI.
Verify the buying flow by checking cash and total purchase costs, update city prices, and spend via game manager events.
Learn to add sell capability and update the ship hold in a pirate trading game by building a separate sell FSM and validating stock against input in PlayMaker and Unity.
Implement selling and ship hold updates for a pirate trading game using PlayMaker FSMs. Loop through products, subtract sold quantities, and synchronize ship hold UI with the game manager.
Learn how selling products updates store quantities and ship totals, calculate money by multiplying price and sell quantity, and update cash via the game manager for a pirate trading game.
Implement a display message state machine to show buy, sell, and travel prompts, updating a message panel with timed delays to enhance gameplay in the pirate trading game.
Design and implement pirate battles by integrating a pirate panel and state machine, random pirate spawns, cannons, and fight or run outcomes to drive traveling between cities.
Improve the pirate battles interface with labels, warehouse area, cannons display, and ship health; implement take damage in the game manager to reduce health based on pirate strength and count.
Explore adding a ship upgrade feature in a pirate trading game using Playmaker and Unity, with 20% upgrade chance that increases ship hold, cost calculation, and yes or no panel.
NEW COURSE CONTENT RELEASED 11/19/2018!
See new states for pirate battles, taking damage in your ship, a small interface upgrade, and upgrading your ship hold!
Who doesn't like a fun pirate trading game in which you trade goods between cities, upgrade your ship, and fight pirates on the high seas? In this course you will learn how to build a fun Pirate Trading Game using Unity & playMaker. Using playMaker's Finite State Machines you will see how to build this game from the ground up, step by step.
The Fun Way To Learn Game Design
Like our other highly rated courses we start at the very beginning. Even someone new to playMaker and Unity can follow along. We begin by walking you through how to setup the project and install playmaker. We layout a basic interface for our game and then we create some simple FSM states to begin implementing the turn system of our game. But we don't just keep it simple and basic for long. This course is designed for ambitious developers who want to learn important game design techniques and are not afraid to jump in feet first. We waste no time in delving into more advanced design patterns that will teach you how to build virtually any game in playMaker and Unity.
Intermediate and Advanced Level playMaker
The goal of this course is to take you from a beginning game designer to someone who is very capable of putting together increasingly complex games and applications. While this course uses Unity & playMaker, the game design techniques and patterns you will be learning will apply to virtually any language. As you progress through the course you will learn how to smartly structure your game objects and FSMs. You will learn how to use loops, nested loops, and dependency injection to create game objects on the fly. You will learn how to create reusable FSM's and will gain confidence in adding new features to the game.