Welcome to the Retro Crash Course by Xenfinity! By following along with the curriculum, you'll learn how to create a classic style retro game about shooting asteroids and earning points! Although this game is a 2D shooter, the lessons you learn will apply all across Unity due to its flexibility and cross platform support!
The game includes the following features that I can't wait for you to build!
In this course, we cover the essentials for you to create this game with no experience in Unity. Before starting, you should install Visual Studio Community 2017 and Unity 5.5+. You'll code along with me as we build Xenoshooter, a game where the player must stay on their toes dodging asteroids while shooting at the same time.
Let's start your game development journey together!
See you in Lesson 1,
Welcome to the course! I'm absolutely excited that you're here and can't wait to see you make it through. In this video, we briefly talk about the contents of the course so you know exactly what you're getting into!
With that said, here is a text-based version of the contents:
Lesson 1: Understanding The Unity Editor
Lesson 2: Importing Sprites or Graphics into Unity
Lesson 3: Creating Space Ship Maneuvering Controls
Lesson 4 (2 Parts): Adding Space Ship Blasters and Destroying Asteroids
Lesson 5: Creating a Screen Wrapping Effect
Lesson 6: Adding a Scoring System and Player Death
Lesson 7: Spawning Asteroids with Random Position and Force
Lesson 8: Creating a Main Menu and Game Over Screen
Lesson 9: Building and Publishing
Welcome to Lesson 1! In this section, we'll learn about all of the aspects of the Unity Editor which are relevant to creating your first game!
Before beginning, you'll need to download Unity for free from https://unity3d.com/get-unity/download
After downloading Unity's Download Assistant, you'll want to check off Visual Studio Community 2017, and build support for whatever system you're using. If you're on Windows, that will be either 32bit or 64bit Windows build support.
If you're on Mac, I recommend downloading Xamarin Studio from https://www.xamarin.com/download-it?_bt=101036391668&_bk=download%20xamarin%20studio&_bm=e&gclid=Cj0KCQjw1a3KBRCYARIsABNRnxsJ13w-MpBy8hNRfIO-oggExiZ__ytBX8bEN_SkqQ3tSvokUOW3YsEaAuL6EALw_wcB
As well as choosing Mac build support.
And you'll be done with step 1!
Know the purposes of each component we discussed in lesson 1!
Welcome to Lesson 2! In this section, we're going to import the attached sprites into our Unity project. Make sure you drag these into the project view, or directly into the project folder so we can reference them in the game scene.
More details on how to do this are, of course, in the lesson video!
Welcome to Lesson 3!
In this section, you will learn how we can use a Rigidbody2D Component to create Zero-Gravity Inertia based Spaceship controls! We'll use 2D simulated physics to add force based on player input.
Welcome to Lesson 4, Part 1!
In this section, we'll learn how to create blasters for our spaceship to fire bullets. Our bullets will constantly move forward until their lifetime ends, at which they will be destroyed. More details on how to implement this in the lesson!
Welcome to Lesson 4, Part 2!
In this section, we'll learn how to use the blasters we just made for our ship to destroy asteroid objects! We'll use our asteroid prefabs to test collisions with our bullets, and destruction into smaller asteroids!
Welcome to Lesson 5!
In this section, we'll learn how to create an effect that wraps the player to our camera's viewport. That way, when the player spaceship leaves the camera on the right side, it will pop back in on the left side, and vice versa.
Welcome to Lesson 6!
In this section, we'll learn how to add points to our game so the player can score some when we destroy asteroids. These points will be based on the size of our asteroids. We'll also learn how to make asteroid collisions destroy our player to add a threat to the game.
Welcome to Lesson 7!
In this section, we'll learn how to create an immersive effect of asteroids spawning in random positions, as well as being forced in random directions to make the game appear as though our space ship was flying through an asteroid belt. These obstacles will add a purpose to our game, so the player will have the objectives to earn points and stay alive. These objectives will cause the game to be more fun as the player is forced to stay mobile or faces death.
Welcome to Lesson 8! This is the last section where we have to do any coding. We'll be implementing a User Interface so that players are prompted to start the game upon launch, and are prompted to play again when the game has ended due to death by asteroid.
Keep up the good work! You're only 14 minutes away from completing your first game!
Welcome to the final lesson! Congratulations on completing Xeno-Shooter! In this last section, we'll learn how we can export or "build" our game into a file that people can open on their devices.
This way, we can distribute our game to anyone we want to try it out!
Here's to your journey sharing creative experiences with the world! This is just the beginning.
Bilal Itani is an Independent Video Game developer who has been programming for over 9 years. Bilal has been using Unity for 4 years, and always pushes himself to excel at design and programming concepts to keep game development as easy as possible. Along the way, he does his best to help others get past any roadblocks he's conquered.