In this course you'll think, understand and implement a complete working game on Unity3D. This course is designed for those who have at least a basic knowledge of C#, as we won't go through defining each feature of the language. Also, it would be good if you were comfortable with the Unity 5.x interface. If you're not familiar with these two items, you better off with my first course, which will teach you C# and Unity.
Everything that was used throughout the course (including scripts and the working project) is included as a resource on lecture #2, so I got you covered!
The course starts by giving an introduction of how the game works and what kinds of systems we'll have to implement to make it work flawlessly, which should take around 4 hours.
If you're tired of code-alongs with no explanation whatsoever, this is the course for you, as I actually teach and explain every single line I'm writing. I'll also explain all the decisions that were made to make the game work as it is, so you can be assured you'll have the best game development instructor you could ask for.
In this lecture, we'll go through the covered topics and a few stuff you should know in advance.
In this lecture, we'll set up our project by creating some important prefabs and preparing our scene. The elements you'll use in the course are attached as a resource.
In this lecture, we'll learn how to move an element using mouse input.
In this lecture, we'll learn how to move an element using keyboard input.
In this lecture, we'll learn how to use the EdgeCollider to dynamically code the limits of our scenario, so the items won't go off-screen.
In this lecture, we'll go through coding the apple. Get ready for a bit of vector math.
In this lecture, we'll define where the apple can't go, which will cause a game over.
In this lecture, we'll keep on dealing with collision to destroy the wooden planks.
In this lecture, we'll be using math to solve an equation that will make the columns always fill the entire screen.
In this lecture, we'll be coding the group of blocks so they respond to the screen resolution. First part.
In this lecture, we'll be coding the groups of blocks so they respond to the screen resolution. Second part.
In this lecture, we'll make the platform limits respond to the screen resolution as well, so we can't go off-screen.
In this lecture, we'll be creating the graphics for our particles. First part.
In this lecture, we'll be creating the graphics of our particles. Second part.
In this lecture, we'll be putting the particles to appear in real-time appropriately.
In this lecture, we'll be learning how to create animations directly inside Unity and also how to implement a Mecanim state machine to control them.
In this lecture, we'll be playing around with the Unity's UI System just so we get used to how it works.
From this lecture on, we'll be learning how to implement nice and dynamic UI elements in our game.
In this lecture, we'll be codings the buttons of the game over screen.
Keeping on with our UI lectures, we'll be implementing the main menu.
In this lecture, we'll learn how to implement sounds in our game.
Test out what you've learned throughout this course.
This is just a farewell video. :)
I'm professional game developer with years of experience in the industry and passionate about learning and teaching.
I've already taught 10000+ students throughout the platforms I worked at! My teaching methods are simple, though highly effective.
In 2015, I developed the main gameplay systems for the first Angry Birds Virtual Reality Experience ever produced for Rock in Rio Las Vegas. Imgnation Studios (where I work at) partnered with Rovio to develop this title. A couple of months later, I had great contribution on the development of Angry Birds Space, a game made in partnership with Rovio and NASA to celebrate New Horizons pass-by Pluto.
Sou um profissional da área de desenvolvimento de jogos com anos de experiência na industria e apaixonado por aprender e ensinar.
Incluindo todas as plataformas nas quais tenho conteúdo publicado, somo mais de 10 mil estudantes! Meus métodos de ensino são simples mas muito efetivos.
Em 2015, trabalhei nos principais sistemas de Gameplay para a primeira experiência dos Angry Birds em Realidade Virtual, produzido para o Rock in Rio Las Vegas. A Imgnation Studios (empresa onde trabalho) fez uma parceria com a Rovio (desenvolvedora original dos Angry Birds) para o desenvolvimento desse projeto. Alguns meses depois, contribuí amplamente no desenvolvimento de Angry Birds Space, um jogo feito em parceria com Rovio e NASA para comemorar a passagem da New Horizons por Plutão.