What you would learn in Unity 2D With C# - Complete Game Development Course?
Unity can be described as a multi-platform gaming engine. The Unity editor can be used by Windows, macOS, and the Linux platform. However, the engine can build games on over 25 platforms, such as desktops, mobile consoles, and virtual reality.
What are we planning to construct?
The course covers the creation of a game that is ready for production. The game type is 2D survival which has a top-down view.
Project - Undead Survival
The primary goal of this class is to teach viewers how to create the complete game by starting from scratch. The game's goal is to last for as long as possible, despite an endless stream of enemies advancing at the player.
The most important aspects of the course include the following:
Scriptable objects
Scriptable objects will be crucial when creating the Statemachine Ability system and the delegation of actions. The project can be made scriptable by making the objects modular and reusable.
State Machine
Statemachine acts as the heart of AI. It is the brain of the AI system. Each NPC can be in several states (run or attack, ...), and defend) while only one state is inactive. Each state can have several actions. Action refers to behavior.
For example, the Enemy is in a "Patrol" state. A state of patrol can be characterized by two actions. One is to give a motion to the enemy. Another is to change how the enemy moves.
The third element that makes up the Statemachine is a condition. The term "condition" is used to describe a binary assertion. If the statement or multiple statements are "true," the current state can be changed to the new one.
For example, if an opponent is in a "patrol" state. If an enemy is in the "patrol" state and the "spot player condition" is determined to be "true," then an adversary can be moved to"attack. "attack" state.
The enemies will be able to use a simple state machine. More complex state machines will be used to control boss entities.
Capacity System
Both enemies and players can be different in their abilities. Each ability comes with stats that include damage, cooldown, and range, and it also has effects like range, damage, and many more. Each ability is built by coding an object which is easily used again and modified to meet the specific requirements. There are two primary kinds of abilities, active and passive. Active ones are those that automatically play at a set time. Active ones must be activated via an external input, like an individual keystroke.
Additional Parts
It also covers additional vital issues like the mechanism of spawning for enemies and the UI system to display the applied damage, game times, and other important information. The course also covers the health and damage system. The course will then cover the development of the menu that starts/options with the choices to navigate it and select different characters. The game ends when the protagonist dies. In this case, the score screen will be shown, and the game will be repeated indefinitely.
A variety of other topics will be discussed in the course.
The Main Objective
The primary purpose of the course is to help students create modular components that can be utilized in various games. The focus of the course is on the reuse of every component.
Course Content:
- Gain an understanding of game development in a practical and entertaining method.
- Develop a game that shines on your resume.
- Use gained knowledge to start creating Indie games.
- Join the field of thrilling game advancement.
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