Practical Game Development in Unity 4: Level 1
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Practical Game Development in Unity 4: Level 1

A beginner-friendly, pragmatic approach to building video games in the Unity game engine!
4.3 (6 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.
1,279 students enrolled
Last updated 11/2013
English
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Current price: $10 Original price: $20 Discount: 50% off
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Includes:
  • 5.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Learn how to build a complete game in the Unity3d game engine!
  • Understand Unity's component-oriented architecture to create reusable assets for our levels!
  • Tie everything together in a complete package that can be deployed to Android, iOS, MacOS, Windows and the web!
  • Learn the basics of Unity's particle engine to create effects for our game!
View Curriculum
Requirements
  • Beginner-level understanding of C#
  • Unity Standard (the free edition) available on Unity's homepage
  • Visual Studio or MonoDevelop (which comes bundled, free, with Unity standard)
Description

This video series is all about the practical approach to using the tools made available to us in Unity 4 to create our very own video game! We will be creating a Missile Commander clone; which allows us to explore many of the techniques we can employ in our own projects: such as collision detection, asset management, level management, basic GUI implementation, particle effects and more!

The purpose of this series is to lead by example; and as a result, everything we discuss will be put to immediate use in the form of completing our game.

Who is the target audience?
  • Beginner-level programmers who want to learn how to create games using Unity
  • People who have never even touched Unity before
  • People who have used Unity to some extent, but want to explore new techniques for authoring games
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Curriculum For This Course
14 Lectures
05:41:13
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Unity 4 Basics
4 Lectures 01:27:47

This video goes over basic Unity concepts - such as assets, scenes, game objects and common widgets.

Preview 09:58

This video covers the concept of game object components, and shows how to use the most common ones - such as mesh filters, renderers and colliders. In addition, we take a look at what materials are and how to create our own.

Game Objects, Components, Meshes, Materials and Lights
30:18

We will now create a reusable component inside of Unity to track and display the health of one of our buildings. We also import the building mesh as an asset, and create a reusable prefab out of it.

Introduction to Unity Scripting
46:01
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Enemy Missiles
3 Lectures 01:25:20

Next, we start on our missiles. We import our mesh, attach a behavior to the resulting game object, and start to flesh out the logic of our game.

Missiles - Part 1
41:12

To finish up our missiles, we must implement collision detection using Unity's built in system. We also make our missiles more intelligent by allowing them to target our cities and give damage to them when they collide.

Missiles - Part 2
32:36

We take a small step back in this video to demonstrate a very useful technique that allows us to correct the pivot points of our models without actually changing them inside of a modelling application.

Dealing with Pivot Points in Unity
11:32
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Friendly Missiles and Buildings
3 Lectures 01:02:45

In our first video about missile silos, we must import our mesh, assign materials, and stub out our scripts.

Missile Silos - Part 1
16:30

Next up; we implement the scripts that are responsible for actually allowing the user to control a silo and have it launch an intelligent missile that is capable of destroying the ones that are launched by our enemy.

Missile Silos - Part 2
28:04

We wrap up our missile silo implementation by adding in a nice target circle that gives visual feedback to the player as to where the silo missiles are going to target.

Missile Silos - Part 3
18:11
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Tying it all Together
2 Lectures 01:08:41

Now that we have a game that works in isolation of stages, we need to make a way for multiple stages to appear within the same scene. We will also allow the game designer to create multiple levels by creating as many additional scenes as they desire.

Level Management
36:44

Next up, we need a game start screen and a game end screen. In addition, we allow the ability to track player points - and even throw in a power up that a player will get once they achieve enough points in the game.

Points, Wining and Losing
31:57
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Making it Pretty, and Wrapping it Up
2 Lectures 36:40

Finally; we wrap up our game implementation by creating smoke and explosion effects using Unity's new (quite fancy) particle system!

Particle Effects
36:06

Conclusion
00:34
About the Instructor
3D BUZZ Programming and Digital Art training
4.5 Average rating
3,683 Reviews
61,157 Students
17 Courses

3D Buzz is a company dedicated to providing the world with quality technical education over 3D animation, programming, game design, and much more. We have been producing training videos since 2001, always pushing the envelope in the development of informative lessons with an engaging and personable format. We try to make the viewer feel more like they're involved in a classroom discussion with an energetic teacher as opposed to being stuck in a dry, uninspired, run-of-the-mill training video.

But 3D Buzz is so much more than just training videos. We maintain one of the most helpful online communities on the internet. We do our very best to keep in close contact with our community, and to make sure that when you're here, you feel at home.