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.
This video goes over basic Unity concepts - such as assets, scenes, game objects and common widgets.
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.
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.
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.
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.
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.
In our first video about missile silos, we must import our mesh, assign materials, and stub out our scripts.
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.
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.
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.
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.
Finally; we wrap up our game implementation by creating smoke and explosion effects using Unity's new (quite fancy) particle system!
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