
Kick off your action RPG game in Unity by getting started in the setup phase, access feedback, join the course community, and compare with the completed project for reference.
Create a new Unity project for an action RPG, adjust the editor layout, and import the RPG asset pack to begin setting up the player in the default overworld scene.
Save village scene, configure import settings to 16 pixels per unit and 32 max size with point filter, and add a 'player' sorting layer to render the sprite in front.
Learn to move the player by creating a public player controller script, using horizontal and vertical input with axis raw, and applying delta time to transform.position via a move speed.
Create simple idle and walk animations for the player and wire them through Unity's animator with a speed parameter, driving transitions from velocity magnitude to ensure responsive movement.
In Unity, animate four-direction movement by swapping sprites from a direction sprites array using horizontal and vertical input, flipping on the x axis for left movement.
Create a sword sprite, slice a sprite sheet into pieces, and animate an attack by triggering an attack on left-click, with sword idle and attack states.
Learn to implement multi-directional sword attacks in Unity by building directional animations, a 2D blend tree with direction X and Y, and triggering attacks from any state.
Limit camera movement in Unity while following the player by using an area box with a trigger box collider and clamping the camera within the box.
Create a dynamic area system in Unity by attaching an Area Activator script to each area, using box collider 2D triggers to detect the player and switch the camera automatically.
Add an enemy blob in the field and create an enemy holder. Animate idle and squash-and-stretch movement, then enable movement with scripts.
Create a random-direction enemy movement cycle: wait, then move with rigidbody velocity and animator states, keeping gravity zero and rotation frozen. When the player nears, the enemy charges towards them.
Learn to implement enemy chasing in unity using a should chase flag, a range to chase, and a chase speed, with a wait after hitting.
Implement knockback in a Unity action RPG by pushing the player away from enemies on collision, using knock back time, force, and a direction from enemy to player.
Create dynamic hit effects with a Unity particle system, adjust emission bursts, color, shape, and lifetime, save as a prefab, and instantiate on the player when hit.
Create a large death particle burst in Unity when health depletes, then tailor lifetime, size, rotation, gravity, and color over lifetime, and convert it into a reusable non looping prefab.
Learn to implement a player health controller in Unity that tracks current and maximum health, handles damage, invincibility frames, and death by deactivating the player and spawning a death effect.
Create an enemy health system by adding an enemy health controller with take damage logic, a death effect, and destroy the enemy when health reaches zero, triggered by sword attacks.
Set up a health UI by adding a health bar slider on a canvas, with proper anchors, a sliced background, and a text mesh pro readout showing health.
Create a UI manager in Unity to control health UI, wiring a health slider and TMPro text to the player health controller, and ensure updates across scenes.
Fix the area activator to despawn enemies only if the player still has health; otherwise keep enemies visible to show what killed the player.
Drop health pickups from enemies on death using a health pickup prefab and a configurable drop chance, with pickups disappearing after a set lifetime or remaining permanently if zero.
Add a dash mechanic in Unity by toggling active move speed, using a dash counter, and triggering a brief speed boost with the spacebar to escape danger.
Add a stamina system to the player controller with total stamina, current stamina, refill speed, and a dash cost. Dashing uses stamina and refills over time with delta time.
Build a bottom-left stamina bar in Unity that mirrors the health bar, using a green slider and rounded text to show current stamina and dash availability, with UI manager updates.
Learn to implement a stamina-based big spin attack in Unity by creating directional sword spin animations, wiring them to an animator, and enforcing cooldowns and stamina costs.
Create a coins system in Unity with a game manager to track coins, enable coin pickups, drop coins from enemies, and update the UI for purchases.
Create a main menu scene in Unity for an action RPG, using a canvas, title text, and sprite-swap buttons with hover and press states.
Wire unity main menu buttons to public functions for starting a village scene and a quiz, add quit and debug logs, and manage scenes via build settings.
Reuse main menu UI as a prefab to create pause menu. Add a dimmed pause screen with a paused label, wire main menu, resume, and quit buttons to UI manager.
Display the pause screen via the UI manager and freeze time by setting time scale to zero. Pause and resume using the escape key and game manager.
Learn to add background music and robust audio management in Unity by creating an audio mixer with music and SFX groups, building an audio manager, and preserving it across scenes.
Create a test build in Unity by configuring build and player settings, then build into a test build folder, packaging all files so players can run the complete game.
Activate and display dialogue lines using a show dialogue function, with a dialogue box and activator trigger, while preventing player movement during active dialogue.
Build a dungeon in a separate Unity scene with tile maps and prefabs, draw walls and ground using a tile palette, and add colliders and a kinematic rigidbody.
Switching scenes in Unity uses a 2D collider trigger to load the next scene, move the player to a designated exit, and preserve the player across loads.
Implement a simple loading screen to cover scene transitions, keep coins and stamina persistent, and fix health updates by coordinating UI manager with the health controller and Awake/Start order.
Set up a dungeon camera system that smoothly moves between rooms using activation areas and a camera controller with move towards, snapping to target points for seamless room transitions.
Apply the area activator pattern to dungeon rooms by spawning and despawning enemies on entry and exit, introducing a diamond enemy prefab that fires bullets at the player.
develop a unity enemy bullet that spawns a projectile aimed at the player on spawn, travels in a direction, damages the player on hit, and self-destructs when off-screen or colliding.
Set up an enemy to fire, add a bullet prefab and a shot point, and use a fixed time-between-shots counter to instantiate bullets from the shot point.
Learn to seal and open rooms in a Unity action RPG by spawning doors on entry, locking them while enemies remain, and removing them after all foes are defeated.
Develop breakable pots in Unity by destroying objects on sword hits, spawning break effects, and randomly dropping coins or health pickups with configurable drop chances.
Design and place a shop room in Unity, set up item triggers for health upgrade and stamina upgrade, and integrate a dialogue manager to display purchase details.
Learn to implement a shop in Unity where players buy health and stamina upgrades with coins, update stats and UI, and remove or disable purchased items.
Design a switch in Unity to turn blockades on and off, revealing hidden paths between dungeon rooms via a trigger, a script, and sprite changes.
Learn to create a boss room camera in unity by using a lower and upper point, activating it via dungeon camera controller, and clamping the y value to player's position.
Set up a boss in Unity by creating a boss object with art and a circle collider, five spawn points, activation logic, and camera handling, then test movement and shots.
Watch a boss hop between spawn points, activate doors at battle start, and move toward new targets with timed delays and random spawn positioning in Unity.
Set up shot points around the boss to fire bullets toward the player, increasing and rotating them for unpredictable patterns as it lowers, using a direction parameter and quaternion rotation.
Build a boss shooting system in Unity for an action rpg, using multiple shot points, a shot center, stage thresholds, and rotating firing patterns for dynamic combat.
Activate and update the boss health bar in Unity by wiring the UI manager to control the health slider and bus name text, updating on damage and hiding on defeat.
Switch level background music to boss battle music using two audio sources, stopping the level BGM and playing the boss BGM when the boss battle begins.
Fix a camera area error during scene transitions by guarding the camera clamp with a null check on the area box, ensuring the camera is assigned before first update.
Learn to reward the boss defeat with a sword upgrade that triggers in the room, upgrades the player's weapon, unlocks the door, and shows pickup dialogue.
Learn to handle player death by displaying a 'you died' death screen, waiting briefly, and reloading the current scene to respawn at the level start while reactivating the player.
Implement a Unity save system for an action rpg with a singleton save manager and xml serialization to store level, position, health, coins, sword damage, and stamina for later reload.
Implement saving and loading in Unity with XML serialization to the persistent data path. Create save info and load info, saving on level start and quit, loading health, coins, stamina.
Enable a continue option by wiring the save manager to load saved scenes and reveal the continue button when a save exists, and reset default info for new games.
Learn to implement progress tracking in a Unity save manager by adding a progress item with a name and is marked flag, and mark dungeon completion when boss is defeated.
Learn to prevent the boss battle by adding a public bool checkProgress in the save manager, using progress to determine if the boss spawns.
Learn how to create and program your very own action RPG game using Unity, an industry-standard game development program used by many large gaming studios and indie developers across the world.
In this course you won’t just be learning programming concepts, but tying these concepts to real game development uses. You will have access to a course forum where you can discuss the topics covered in the course as well as the next steps to take once the course is complete.
This course has been designed to be easily understandable to everyone, so whether you’re a complete beginner, an artist looking to expand their game development range or a programmer interested in understanding game design, this course will help you gain a greater understanding of development.
At the end of this course you will have developed the ability to create such game elements as:
Full top-down character movement
Creating tile-based maps in Unity
A full dialog system
Stat-tracking & upgrading
Dungeon Room Navigation
A Simple & Easy Shop system
Action combat systems
Boss Battles
Progression Management
Interactive Menus
and much more...
Start learning today and let me help you become a game developer!