Intro to Game Development using Unity - Part II
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Intro to Game Development using Unity - Part II

Extend the 2D game from Part I and finish the basics by adding more features from Unity
4.7 (17 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
67 students enrolled
Created by Ken DeVellis
Last updated 10/2016
Current price: $10 Original price: $20 Discount: 50% off
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  • 1.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Build a complete 2D game using Unity with knowledge and confidence
  • Understand additional game creation basics such as physical forces, collisions, particle systems, audio, GUI, scoring, animations, and much more
  • Gain the ability to understand the great video tutorials and documentation at Unity including the Unity Certified Developer courseware plan
View Curriculum
  • Completion of the free Intro to Game Development using Unity - Part I course
  • Curiosity…

This course continues the development of the 2D game from the free Intro to Game Development using Unity - Part I course and you'll learn how to use more of the powerful built-in capability that Unity has by adding exciting features to your game.

Physics, particle systems, audio, animations, scoring - these topics may seem complex, but the step-by-step approach in this this course makes them easy to understand. You'll be flying the bird with simple taps (mouse clicks) to catch the worm, and avoid colliding with other game objects along the way.

Most of the scripting to implement these advanced features is done with just a few lines of code! Once you're finished with this super fun course, you'll be fully prepared to understand the vast amount of documentation and tutorials available on Unity to take your game development skills to the next level if you choose to do so.

(BTW, the 2D game developed in this series is based on the Flappy Worms game available on Google Play).

Who is the target audience?
  • Users who have completed the free Intro to Game Development using Unity - Part I course
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Curriculum For This Course
12 Lectures
Intro and Downloading Scripts
1 Lecture 05:30
We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the videos.
Preview 05:30
Adding More Features and Gameplay
8 Lectures 01:17:20
In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces.  We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works.
The Bird Understands Physics

In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game.

Sorting Layers and Bird Under Cover

Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond.

Preview 09:47

In this lesson, we take a quick look at one of the more popular effects used in games today that produces visual activity - the particle system. In our game, when the Bird collides with an obstacle, the Bird bounces slightly and then it usually continues on its path. Using the particle system, we make the obstacle give us a visual response when it’s hit to make things more interesting.
Particle Systems Create Sparks

Audio can be a key element of any game and the choices for sounds and background music are as abundant as the choices for graphics. In this lesson, we add some audio to our game by getting one of our game obstacles to trigger a sound effect when the Bird collides with it. Unity makes this easy to do by only requiring an audio file, an audio source, and an audio listener. Audio can be triggered automatically or with the use of a simple script.
Audio and Talking Obstacles

In this lesson, we use the UI Toolset to display the score in the top center of the screen. The score will be incremented every time the Bird returns a worm to the launch tree. If the Bird collides with the Pitchfork, the score will decrement by 1, and when the score reaches 3, the game is over.
GUI and Keeping Score Part I

In the last video, we created a Score text element and a Restart button for the game using Unity’s UI Toolset. In this lesson we update and display the Score and use a GameManager script in that process. The GameManager script will have the public variables for the score, the Score text element, and the Restart button element, and we access them with just a few lines of code from the other scripts.
GUI and Keeping Score Part 2

Prefabs are GameObjects that you store in your project so that you can make multiple copies of them in your game. In this lesson we create and use a prefab to demonstrate their usefulness. Then, we introduce the Unity Asset store where you can download all kinds of items that can be imported and used in your game. These items come from both Unity and members of the Unity community like yourself.
Prefabs and the Asset Store

Review Questions for Section 2
23 questions
Animations and Wrap-up
3 Lectures 21:05
In this lesson, we take a look at the animation system within Unity and learn enough about it to create a simple animation for our Bird. The Bird’s been flying around for quite a while now, but its wings haven’t been moving. The simple animation we create for moving its wings will make a big difference in the visual aspect when playing the game.
Animations and Flying Birds Part I

In this lesson, we show how to move between the Animations that we made in the last video. We want the Bird’s wings to move when the Bird is flying, and then stop when the Bird returns to the launch tree. Unity provides an Animator Controller that allows us to control the Animations, as well as the Visual Tools to help configure the Controller. We use the Animator Window to create the transitions that allow us to move between the Animations, and then we write just a few lines of code to control these transitions in the game.

Animations and Flying Birds Part II

Congratulations if you’ve made it to this video! Hopefully that means you’ve completed building the Bird and Worm game and gained a good understanding of the basic features that Unity provides for building 2D games. We’ve covered a lot of ground in this series and now you know plenty enough about Unity to recognize it’s power and potential for creating games and to continue on to the next step.
Game Wrap-up and Next Steps

Review Questions for Section 3
7 questions
About the Instructor
Ken DeVellis
4.4 Average rating
304 Reviews
9,625 Students
2 Courses
Software Engineer, Game Developer, and Trainer

Ken DeVellis has been involved in software development for over 25 years and has provided software training for about 1/3 of his professional life. Having a passion for teaching and sharing, he's been around the world hosting software training classes to companies and individuals and now is delighted to reach even more students with his online courses.

Ken’s latest game app is called ‘Flappy Worms’ (available on the Google Play app store) and he’s now developing a suite of related games using Unity. One of Ken’s fundamental philosophies in life is this: “Knowledge is of little value until it’s shared”. Ken’s interest in teaching software technology and game development holds true to this philosophy. He has a natural talent to speak clearly and explain complex topics at the right level to every learner in his classes.