Course Overview
Welcome to our Intermediate Unity 6 course.
This course tries to solve the problem of "What to learn next, if you have learned the basics of Unity".
Probably you already know how to solve several problem in Unity individually. The next ideal step is to connect these several concepts into a full End-To-End Project. After taking this course you will have a template for creating serious medium sized games.
You will create several independent systems which you can reuse for your own games.
We will create a game loosely based on the famous Maze-Runner Pacman. The reason we chose this game is because it contains a wide combination of concepts and can be fully implemented without using any third party tools.
The following concepts will be covered and connected into a final game:
AI:
Navigation
Path Debugging
Behavior Control
State Machine Concepts
Configurable State Machines with minimal setup
Clean Architecture:
Singleton - should you use it?
Interfaces
Delegates
Create your own API-Script
Extend Monobehaviours
Static Classes
Event-based Communication
Player Movement:
Input System (New)
Raycast-based Movement
Grid-based Movement
Smooth Movement without Corner-Cutting
Custom Grid:
Grid Visualization
Automated Level Detection
Cell-Types for Navigation, Movement and Object Placement
Position-Independence of the Grid
API like access to Grid Calculations
Automated Level-Creation:
Ruletiles
Tile Palettes
Scripted Tiles
Create dozens of Levels in minutes
Tilemap System
and many more topics like:
Level Resetting
Animations
Teleportation
Spawning
Collision Detection
Editor Scripts
Preparing Image Assets
See you in the course.
FAQ
FAQ area empty
Course curriculum
-
Section Resources
-
What to Expect ?
-
Intro to Ruletiles
-
How Ruletiles work
-
What tools do we need?
-
Create a Ruletile
-
Tilepalette and Tilemap
-
Defining the Rules
-
Simplifications and Limitations
-
Beyond simple Ruletiles
-
Custom Ruletiles Part 1
-
Custom Ruletiles Part2
-
(optional) What else can you do with Ruletiles?
-
(optional) Draw with Gameobjects
-
Section Resources
-
What to Expect ?
-
AI Design
-
Scatter State
-
Understanding the Chase State
-
Chase State for Rozy
-
Trapping Cookieman with Pochy and Archie
-
Chase State for Freezy
-
Frightened State Part 1
-
Frightened State Part 2
-
State Animations
-
Be Careful with "Any State" Transitions
-
Eaten State
-
Create the Chamber
-
Monster Recovery Ritual
-
Monster Ritual Configuration
-
LevelManager
-
ScatterToChase and ChaseToScatter Transitions
-
Invalid Cells Fix
-
Chamber Trap Fix
-
The Power of Delegates
-
Delegate for GetNextTarget()
-
Transitions into Frightened State
-
Frightened to Scatter/Chase Part 1
-
Frightened to Scatter/Chase Part 2
-
"Eating" the Monsters
-
Frightened To Eaten Transition
-
Transitioning out of Eaten State
-
Section Resources
-
What to Expect ?
-
The Full Game Flow
-
Gameflow Simulator Editor Script
-
The Resetmanager
-
Implement a delayed Game Start
-
Making the Game stop
-
Resetting the Player
-
Resetting Fixes
-
Game Over
-
Event Race Conditions
-
Winning the Game
-
Make the Game Restartable
-
Fix Part 1 - Reset Order
-
Fix Part 2 - Illegal Loops
Requirment
-
Basic Unity Knowledge
Outcomes
-
Connect concepts and systems in Unity into a full game
-
Learn to integrate a complex state machine into a Unity game
-
Try different architectural approaches on how to make your scripts communicate
-
Learn to create dozens of complex Levels in minutes
-
Learn about the benefits of a custom Grid-System
-
Create several independent systems which you can reuse in other games
1 Student
12 Courses
0 review