
You should ideally, know everything that I mentioned in this video. Even if you do not know what I mentioned in the video, I will still cover some of the editor features in the course.
I will not cover the following:
1. How to setup Unity to create Android builds.
2. How to setup an external editor for script editing
3. Editor Layouts, tools, and various other editor features such as menu items that are basic. I will only cover some advanced features that are required to complete the project.
A person that has worked at a game development studio for 6 months and has shipped at least 1 Android game on the Google Play Store, can take this course as they will already know most of the basics.
I explain why you should take this course and how this course is different from the other courses that are in the marketplace right now.
This will give you a general idea of the types of clients that you should avoid. Please note, after 2 years, you will hopefully develop your own game development process. So the types of clients that you should avoid will depend on your game development process, eventually! Starting out, I suggest you simply avoid the clients that I speak about in this video.
I have given a general idea about what types of clients you should avoid.
These are the general rules and principles that have worked for me and I am sharing these with you.
If you wish to be paid consistently and get paid for the work that you do as soon as you complete it, define modules and make sure that the requirements are clear. If the requirements are not clear, you will not be able to provide value to the client and therefore, will not be able to ask for the reward. This is because you might end up providing the client something that they did not ask for.
I will list the 3 websites that I use to provide services. I will also talk a bit about how they work and what you need to know before signing up.
I will talk about the types of inquires that you may receive when working on platforms such as Upwork, Fiverr or Guru. It is strongly recommended that you download this video and keep it as a reference
I will talk about the types of inquires and how you should respond to the inquires.
After you have responded to the initial inquiry, you will need to converse with the client and close the deal. In this video, I will give a general idea of how you can converse with clients and start working on a project.
Using these easy to learn but hard to master techniques and tricks, you will be able to generate more sales.
In this video, I go over some of the example conversations, that I created. The last one in the video is an actual conversation that i had with a client. This will give you an idea of how to converse with a client when they contact you. I will not go over each and every client type that I spoke about in the previous video.
We will import The Client's assets (taken from Kenny's Assets) into the project and organize the files.
I will import the Playfab Editor Extensions and explain how to create a 'Title' on the Playfab Dashboard.
In this part, we will start creating the Buttons for Login and Register using the assets that the client gave to us. I will also explain how I communicate with a client after I identify a problem.
I also explain when to take screenshots to give to the client as that is important.
We will start creating a script that will help us activate and deactivate different game objects that are required for the game to work properly.
We will create the input fields and menus required for the registration and login to work.
In the next few lectures, we will also learn how to send the input field data to perform registrations and logins.
We will register our first user using Playfab's user registration functions
We will create a login system for the user that we registered in the last lecture
We will learn how to use Gmail to send a verification email to a new user
We will first upload all our data to the Unity Cloud using Plastic SCM. We will then write our first Playfab Cloud Script to save user's data on the PlayFab back-end
This is just an video that you can use as a template. We will simply send a video to the client. In the video, we will tell the client what we have done and then request that they release the funds for the current module.
Let's pretend that the client asked me to add a forgot password/account recovery system. Since it was outside of the scope of work for module 1, we will charge $35 for it.
Playfab already provides an account recovery feature. We will use it.
Let's pretend and client and I spoke, and we defined module 2. Module 2 is clearly defined here.
In this video, we will take a look at the references that the client sent for friends menu and the leaderboard menu
I will setup the main menu buttons in this lecture. There will be no coding at all.
We will add an option to update the Win Loss Record of any player using a cloud script before making the leaderboards
We will create part of the main menu and start add some code to make the buttons function on the main menu
In this lecture, we will simply arrange some of the UI graphics for the leaderboard
We will create the prefab required to load the leaderboard data on the scroll view
We will start coding and will retrieve leaderboard data from PlayFab
We will create a few fake players which will help us populate the leaderboard and also run cloud scripts to give the fake players some stats
We will make a few adjustments and add in a new selection menu.
We will learn how to get the leaderboard around the player
We will create a new menu so that the user can view Record Time Leaderboards for the level that they chose
We will add the Record Times Leaderboard in this lecture
We will create the friends selection menu in this lecture
We will create the first few parts of the friends request menu
We will make a few edits to the Friend Request or Reject Prefab and Add a Script to It
We will start the creation of the scripts for friend requests menu and your friends menu
We start adding a basic search for friend feature
We create a cloud script to add our first friend
We load the friends on the player that the request was sent to
We will code the your friends menu and load the friends that haven't confirmed yet
We finish the friend accept and reject request system and earn $200 from the client
I simply tell what settings we require to create an Android Build
We will test our first Android build for the friends and leaderboards function
I will simply add the cloud script in the source code and give it to you. This is also how I would generally give the client the source code of the game.
We will learn how to place sounds and music files into our project files and then start using them properly
We will add the functions required to make the sounds and music function.
We will fix some the issues, that I spotted in the project.
However, we will not fix one problem that is a minor one related to layout of the leaderboard
We will fix the vertical layout group problem that we were having. This is totally optional!
We will connect to the Photon Servers
We will create a Photon Room in this video
We will create the first part of the Photon Lobby script
We continue creating the Photon Room Script
We will finish the Photon Room Script
We will create the Photon Player Avatar for the Photon Player Network Player
We will create a basic disconnection canvas for the player
We will add the 'You' Text on top of the local player!
We will sync the animations using the Photon Animator View Component
We will start setting up the player states
We will start syncing some of the variables that require it.
We will add some of the lag compensation code that Photon Themselves provide. It is far from perfect, but it is basically the best that we can do for a game with simple mechanics such as this one.
We will add the raycast to detect whether the player is on the ground or not
We will add the jump function without lag compensation for now. The webcam was also on for a while, so I apologize in advance.
I decided to look for an effective solution for the lag compensation which will not require us to use physics on the foreign client.
We will write some code that will allow us to compensate for lag. You can use this in your future games.
We will now add variable jumping which is pretty common in most 2D platformers
We will add the animation that are required to make the player jump properly.
In this video, we will add simple slope movement, and improve it in the next video
This video is to help you understand what to record and send to the client for payment after the completion of a module.
We will set the UI that will help us create the character selection system
We will create the basic character selection system (UI only) in this video
We will spawn the character that we have selected into multi-player scene
We will create a simple collider that will let us create the foundation for winning
We will create the win or lose canvas as well as the disconnection system
We will update the player data using the cloud script
We will create the ready and go canvas that is required for proper functionality
We will create a Level 1 and Level 2 spawning system.
We will start the completion time timer and then upload the data to the Playfab Console
We will place a background in the multi-player scene and then start making map using the tiles later
We will create a simple tilemap to get things started
We will setup the collider for the game that will send the player back to the start of the level
This is the last video before the course was released. We just fix multiple collider issues that we were having in previous builds.
The source code is attached! Please keep this safe with you!
We will download the mobile joystick plugin and start integrating the joystick
We will add the jump button using two different methods. One of them is the one that I believe is a more valuable solution
EVEN IF YOU DO NOT WISH TO OFFER YOUR GAME DEVELOPMENT SKILLS AS A SERVICE, THE MULTIPLAYER GAME THAT WE WILL MAKE WITH PLAYFAB AS A BACK-END WILL BE EXTREMELY USEFUL FOR YOU! YOU CAN JUST SKIP THE PART WHERE I TEACH THE STUDENTS ABOUT HOW TO COMMUNICATE WITH CLIENTS AND BASIC SALES TECHNIQUES
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With a focus on real-world scenarios, this course will teach you how to create an end-to-end multiplayer game from scratch. You'll start with the basics of Unity and C# programming, and then dive into Photon's powerful multiplayer features. You'll learn how to set up a PlayFab account, integrate it with Photon, and build a fully-functional multiplayer game.
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In this course, I will teach you everything that you need to know to start freelancing as a Unity Game Developer. I will cover most of the important features that clients on online marketplaces such as Fiverr, Upwork and Guru require. I will:
- Teach you how to communicate with clients and how to respond to various types of clients
- Teach you how to Gather requirements and define modules for your client so you can get paid consistently
- Teach you how to send videos to your clients to show the work that you have done and then get paid for that
To do this we will develop a 2D Multiplayer Game Using Unity with Photon PUN for multiplayer integration, and PlayFab as a back-end for storing user data. We will:
- Create a 2D platformer from scratch using free graphics. We will pretend that the client provided those graphics to us
- Create a login, register, and verification system using Playfab as a backend
- Use Photon PUN and its various features to setup random online matches between players.
The objective of the game (we will pretend that the objective was given to us by the client) will be to reach to the end of the level before the opponent does. The Multi-player levels will include:
- Traps and Pits the the player has to either jump over or avoid
- Enemies with basic AI. They will try to attack the player and either cause a game over or slow the player down
- A complete system where when one player reaches the end, the game automatically ends with one player winning and the other losing
As we will be using Photon PUN, the player avatars will not be able to fire back at the enemies or use any projectile system, since we will cover only basic synchronization which itself is a task that even AAA studios struggle with.