
Draw obstacles to guide a car across a two-dimensional line-drawing game, using a limited number of lines to overcome unique hurdles and reach the flag.
Project setup
Importing the starter package
General explanations and overview
Package details explanation
General overview of enemies and turrets
Defining core mechanics
Turret child object setup
Turret collider system implemented
Turret script created
Tags created
TURRET SCRIPT OPERATIONS PART 1
Health variables/objects implemented
Radar effect implemented
Damage effect implemented
Health bar implemented
TURRET SCRIPT OPERATIONS PART 2
Firing system variables/objects implemented
Environment control (enemy detection system implemented)
Target locking (turret head rotation) implemented
Rotation settings for rotating parts and upper section configured
TURRET SCRIPT OPERATIONS PART 3
Initialization processes completed
Radar scaling implemented
Range control using Gizmos implemented
TURRET SCRIPT OPERATIONS PART 4
Turret damage system implemented
Turret destruction system implemented
TURRET SCRIPT OPERATIONS PART 5
Turret firing implemented
BULLET POOLING SYSTEM PART 1
Bullet script started
BULLET POOLING SYSTEM PART 2
Pool manager script started
Integrated with turret script
Turret firing system completed
ScriptableObject system implemented
Turret shop system Part 1
Turret data created
Turret shop system Part 2
Game Manager created
Build Manager system started
Turret bases created
Turret base scripting started
Build Manager system continued
Turret selection system implemented
Various script improvements and revisions made
Machine UI system started (Turret, Upgrade, Sell, Repair)
Machine UI script creation PART 1
Machine UI script creation PART 2
UI testing performed
Various additional operations completed
Various operations completed | Revisions made (Radar system)
Upgrade, repair, and sell functions implemented
Machine UI button configurations completed
Turret script UI functions implemented
UI operations tested
************* VARIOUS FEATURES IMPLEMENTED *************
Closing turret operation and radar panels by clicking on screen implemented
Selected turret system in market implemented
Market currency control system revised
Turret 2 implemented
Turret 3 implemented
All remaining turrets implemented in accelerated workflow
Laser turret implemented
Radiation turret implemented
GameManager operations implemented
Health, Currency, and Enemy UI implemented
GameManager UI script operations
Global damage function implemented
Currency update function operations implemented
Effect pooling system implemented - PART 1
Effect pooling system implemented - PART 2
First enemy created
Enemy script - PART 1
Enemy ScriptableObject created
Enemy script - PART 2
Remaining enemies implemented
Waypoint system and enemy paths implemented
Enemy path variables/objects created
Enemy path-following system started
Attack Management System - PART 1
Attack Management System - PART 2
Attack Management System - PART 3
Integrated into GameManager
Attack Management System - PART 4
Wave system implemented (Wave start, interval between waves)
Path indicator system implemented
SYSTEM DEVELOPMENT AND REVISIONS
Path indicator system revised
Enemy spawn rotation behavior revised, health bar rotation adjusted
Total enemy count automated
SYSTEM DEVELOPMENT AND REVISIONS
Laser turret slow effect revised
Radiation turret damage system implemented
Bullet system revised and improved
Effect pooling removed
Effects integrated into pool manager
Pool management revised
Audio integrated - PART 1
Audio integrated - PART 2
Memory class implemented
Memory handling added to audio script
Memory handling added to pool manager
Diamond UI implemented
Right menu and features UI implemented
Features Script - PART 1
Features Script - PART 2
State control system
Button control system
Features Script - PART 3
Feature acquisition system
Features Script - PART 4
Feature usage system
Enemy freeze system implemented
Features Script - PART 5
Enemy slow system
Function simplification and script refactoring performed
Features Script - PART 6
Mass repair system implemented
Mass upgrade system implemented
Animations implemented
Main menu UI windows implemented
Settings panel implemented
Exit panel implemented
Scene loading panel implemented
Menu audio script
Main menu manager implemented
Level select system implemented
Pool management system improved
Main menu settings section implemented
Level UI panels started
Level UI panel scripting implemented
Win and lose systems implemented
Additional operations performed
Bullet system operations performed
Bullet system improved, method changed
Fixed issue where Machine UI remained open after turret destruction
Closed market selection when turret selected
Reset turret rotating part after firing ends
New enemy (Human) added and configured
In-level loading screen implemented
MULTI-LANGUAGE SYSTEM - PART 1
Settings UI implemented
MULTI-LANGUAGE SYSTEM - PART 2
Language system scripting
MULTI-LANGUAGE SYSTEM - PART 3
Language system scripting
MULTI-LANGUAGE SYSTEM - PART 4
Language preference control and text assignment
Language switch button functionality implemented
MULTI-LANGUAGE SYSTEM - PART 5
Integrated into gameplay level
**** FINAL REVISIONS AND MOBILE PREPARATION ****
Path indicator speed adjusted
Bullet speed, velocity, and Rigidbody settings adjusted
Turret base upgrade system revised
Market selection improvements added
Turret control and GameOver system implemented
Project created
Starter package imported
GameManager and Cizgiciz scripts created
Cizgiciz script started
Line pool created
First drawing implemented and tested
Start nodes created
Sockets created
Collider and object settings configured
Socket script created
Game Manager script continued
Library system implemented
Functions written for Cizgiciz system
Various operations in socket script
Raycast system implemented
Multi-line drawing system and settings configured
Socket color system configured
Socket collision checks implemented
Boundary limits created
General collider settings configured
Trigger checks implemented (script operations)
Socket collision system continued
Socket snapping to target slot implemented
Socket trigger operations continued
Line limitation implemented
General explanation provided
Top and bottom boundary objects created
Auto movement system implemented
Timer system implemented
AUTO LEVEL SYSTEM PART #1
AUTO LEVEL SYSTEM PART #2
AUTO LEVEL SYSTEM PART #3
AUTO LEVEL SYSTEM PART #4 | FINAL
Main menu implemented
Slider loading screen implemented
Operation panels (Canvas) implemented
Functions implemented
Win and lose results implemented
Audio integrated
Audio settings section implemented
Effects implemented
Socket speed adjusted for mobile
Start point structure revised
One addition made to end game system
CLOSING SPEECH
*************** ALL PLANNED OPERATIONS COMPLETED
Project created
Starter package imported
Line drawing functionality implemented (core mechanic from our first game)
Line collider system implemented
Line physics implemented
Line usage limit system implemented
Platforms created
Scene layout adjusted
Vehicle control system implemented
Vehicle collision states implemented
Vehicle auto-movement system implemented
Restricted drawing area for Line Renderer
Panels and audio integrated
Panel and audio configurations implemented
Effects integrated
2 bugs fixed
2 levels created
Level design considerations explained
Physical materials created
Final speech
Mobile testing
ALL PLANNED OPERATIONS COMPLETED
Project created
Starter package imported
Package details and general overview explained
Draw script started
Start object created
Raycast object created
Drawing system tested
Ball movement system implemented
Ball collision win condition implemented
Ball collision interactions with other objects implemented
Camera transition system implemented
Various level operations and configurations implemented
Level transition system implemented
Win system implemented
Obstacle animations implemented
Ball and line systems improved
Ball spawn system modified
Ball animation implemented and technical setup configured
Additional operations added to level transition system
Obstacle animation control system between levels implemented
Panels, audio, and effects integrated
Line length control system implemented
Timer implemented
Closing speech
----------- ALL PLANNED OPERATIONS COMPLETED -----------
"This course involves the use of artificial intelligence."
DEFENCE GAME SECTION
Tower defence is one of the most popular and widely played genres in the mobile gaming market, with millions of downloads across successful titles.
In this course, we build a complete 3D defence game from scratch. All assets, models, and environment elements used in the project are personally created. When requirements are met, full source code access is provided. Please refer to the preview videos for a detailed overview.
Key Features Covered in the Course
Main Menu System
Level Selection System
Audio Controls (Music & SFX Toggle System)
Multi-language system using file-based architecture
Loading / Scene transition system
Special abilities system (enemy freeze, slow motion, mass repair, mass upgrade)
Wave and attack system
Object pooling system (bullets, effects, sounds) for optimal performance
In-game shop system for turret placement
And many more advanced systems
Turret System Features
Turret placement system
Upgrade system
Repair system
Sell system
Radar detection system
Health system
Environmental interaction system
Type-based behaviour system (Laser and Radiation turrets)
All of these systems are implemented step by step in full detail throughout the course.
Assets Included
8 different turret types (including firearms, laser, and radiation weapons)
7 different enemy types (human characters, ranged attackers, and standard enemies)
Full environment assets (roads, barriers, environmental props)
Additional supporting models and assets
Complete UI systems for main menu and in-game interface
This course is designed to be a comprehensive and practical resource for serious learners who want to build real-world game systems.
Before purchasing, please make sure to watch all preview videos, as they contain important demonstrations and explanations.
Since learners may have different levels of experience, some approaches may differ from what you are familiar with. In game development, there are usually multiple valid solutions for any given system. This course is structured for intermediate-level developers, and you are free to modify or improve the systems as needed.
3 DRAW MECHANIC GAMES SECTION
In this section, we build a highly popular and widely downloaded draw-based game mechanic system from scratch.
We develop both 2D and 3D implementations, giving you a significant advantage in understanding cross-dimensional game logic.
The draw-line mechanic we build is designed as a flexible and reusable system. The primary goal of this course is to teach the core architecture behind this mechanic so you can reuse it to build an unlimited number of games based on your own ideas and creativity.
By thinking beyond the course structure, you will be able to generate highly scalable game concepts using the same core system.
It is strongly recommended to follow the lessons step by step without skipping, as this will significantly reduce the chance of errors and misunderstandings. The system is explained in a clear, minimal, and structured way to ensure full comprehension.
Once the core architecture is understood, we build the system completely from scratch. Depending on specific conditions, you will also gain access to full source code and premium versions of the completed projects.
How You Can Use This System
Publish your own games
Improve your game development skills
Build a professional portfolio
Use it as a reusable base system for future projects
This course is intended to be a valuable resource for anyone who is serious about game development.
Please make sure to watch all preview videos before enrolling, as they include important demonstrations and course structure explanations.
As learners have different experience levels, some techniques may differ from what you are used to. In game development, multiple implementation approaches are always possible. The course is designed for intermediate-level understanding, and you are encouraged to adapt or improve the systems according to your needs.
THE ORIGINAL VIDEO NARRATION AND EXPLANATION LANGUAGE OF THIS COURSE IS TURKISH. ALL VIDEOS ARE VOICED USING ARTIFICIAL INTELLIGENCE. THERE MAY BE ERRORS OR MISREPRESENTATIONS CAUSED BY TRANSLATION. PLEASE CONSIDER THIS BEFORE MAKING YOUR PURCHASE DECISION.