Course Overview
Role Playing Games can be complex to create, with many interacting gameplay systems. We make it easy for you! Learn, step-by-step, how to make the foundations of any good RPG combat system - from scratch.
In this course we're focusing on the core of any great RPG, giving your players a fun combat moment in a well crafted level, based upon a solid game design, built using a robust code architecture. You will follow our project, but also make the game entirely your own.
This highly acclaimed course was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a pre-requisite.
The course can be a standalone course, or can be taken as the first part in our RPG series. The three other separate courses in this series teach the Inventory system, Shops and Abilities, and Dialogue and Quests.
This is a highly realistic and comprehensive introduction to real game development. We'll be taking you through our process step-by-step, with all decisions justified and all avenues explored.
Fancy something a little different to get started? Check out GameDev's other courses, just look for the green logo as your guide.
We will be dealing with player movement, NavMesh navigation, AI pathfinding, save and loading systems, basic pick ups, using asset packs, debug code, making particle effects and more. We'll also give you a robust code architecture for managing more complex projects by setting up namespaces.
You'll need a basic grasp of Unity and C# before you get start, from there we'll be teaching you more advanced programming techniques such as C# delegates, interfaces, co-routines and more.
Building an RPG is an amazing way to level-up your game development skills, so why not join us and get started improving your game development right now?
Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
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Course curriculum
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Section Overview - Basic Movement
64 -
Create A Simple Sandbox
796 -
Using The New Navmesh Surface
374 -
Move Using Nav Mesh Agent
506 -
Refining Your Nav Mesh
687 Xem trước -
Introduction To Raycasting
411 -
Implement Click-To-Move
606 Xem trước -
Quiz - Basic Movement #1
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Create A Fixed Follow Camera
408 -
Animation Blend Trees
761 -
Match Animation To Movement
974 -
Basic Movement Tweaks
374 -
Project Folder Structure
431 -
Quiz - Basic Movement #2
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Section Overview - Basic Combat
72 -
Separating The Control Layer
741 -
Namespaces To See Dependencies
780 -
Raycasting For Components
874 -
Implementing Action Priority
600 -
Move Within Range
543 -
Cancelling Combat With Movement
627 -
Quiz - Basic Combat #1
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Decoupling Dependency Cycles
662 -
Dependency Inversion With Interfaces
611 -
Add Attack Animation
355 -
Trigger Animation In Code
515 -
Throttling Our Attacks
373 -
Taking Damage
527 -
Nested Prefabs And Variants
723 -
Using Prefab Variants
634 -
Quiz - Basic Combat #2
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Any State Animations
208 -
Trigger Death Animation
267 -
Stop Attacking Already
639 -
Look Them In The Eyes
401 -
Ignore Dead Enemies
386 -
Bugs? What Bugs?
648 -
Quiz - Basic Combat #3
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Section Overview - Enemy AI
140 -
Calculating AI Chase Distance
541 -
Swappable Control Systems
644 -
Disable Control When Dead
627 -
Visualising With Gizmos
415 -
AI Guarding Behaviour
261 -
Quiz - Enemy AI #1
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That's Some Suspicious Behaviour
509 -
Visualising Waypoints
553 -
Waypoint Loops
397 -
Patrolling Behaviour
568 -
Dwelling At Waypoints
442 -
Quiz - Enemy AI #2
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Section Overview - First Moment
63 -
Design A Moment
484 -
Sketch Your Moment
502 -
Tips To Improve Workflow
639 -
Craft The Environment
654 -
Hits-To-Kill Design Metric
485 -
Quiz - First Moment #1
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Tweak Enemy Patrol
783 -
Cinemachine Follow Camera
545 -
Make Cinematic Sequence
973 -
Trigger Cinemachine Cut Scene
579 -
The Observer Pattern In C#
844 -
Player Input In Cutscenes
427 -
Quiz - First Moment #2
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Section Overview - Scene Management
82 -
Make A Second Scene
592 -
Scene Loading Portals
467 -
How Coroutines Work
612 -
Wait For Scene To Load
420 -
Player Spawn Point
686 -
Cross Scene References
494 -
Canvas Groups For Fading
148 -
Quiz - Scene Management #1
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Nested Coroutines For Fading
686 -
Avoiding The Singleton Pattern
845 -
Quiz - Scene Management #2
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Section Overview: Saving Asset Pack
143 -
WARNING - BinaryFormatter Security Vulnerability
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The Saving System Overview
338 -
Triggering Saving And Loading
532 -
Saveable Components And GameObjects
845 -
Challenge: Saveable Health
381 -
Checkpoints Between Scenes
720 -
Loading The Saved Scene
539 -
Quiz - Saving Asset Pack
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Skip Or Continue
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Section Overview: Saving System
129 -
Save System Design
413 -
Overview Of Binary Serialization
734 -
File Paths In C#
318 -
Understanding Unicode
708 -
Filestream Read And Write In C#
503 -
Converting To Binary In C#
608 -
Quiz - Saving System #1
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BinaryFormatter For Serialization
1012 -
Saveable Entities
949 -
Generating UUIDs In C#
626 -
Editing SerializedFields
903 -
Serializing With SaveableEntities
534 -
Saving Multiple Scenes - Part 1
536 -
Saving Multiple Scenes - Part 2
466 -
Checkpoints Between Scenes
513 -
ISaveable Components
880 -
Quiz - Saving System #2
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Deduplicating UUIDs
766 -
Restoring Health
399 -
Reloading The Last Scene
776 -
Fading Before Scene Load
525 -
Quiz - Saving System #3
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Section Overview: Simple Weapons
63 -
Equip A Weapon
644 -
Animator Override Controller
375 -
Creating Scriptable Objects
448 -
Unarmed As A Weapon
459 -
Basic Weapon Pickup
673 -
Quiz - Simple Weapons #1
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Left Handed Weapons
705 -
Make A Weapon Projectile
685 -
Shoot Projectiles
744 -
Damage From Projectiles
556 -
Trails & Prefab Variants
723 -
Quiz - Simple Weapons #2
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Destroy Old Weapon
577 -
Improve Projectile Behaviour
680 -
Fireball Weapon & Pickup
401 -
Fireball Particle System
538 -
Projectile Impact Effect
349 -
Quiz - Simple Weapons #3
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Destroy The Unwanted
856 -
Resetting The Default Animator
417 -
Dynamic Resource Loading
586 -
Saving Weapon Choice
347 -
Pickup Respawning
423 -
Quiz - Simple Weapons #4
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Progression Design
591 -
Progression Scriptable Object
688 -
Looking Up The Health Stat
841 -
Debug Health Display
718 -
Enemy Health Display
391 -
Awarding Experience Points
652 -
Editing Scriptable Object Files
560 -
Quiz - Character Stats #1
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Finding A Stat By Enum
541 -
Saving Experience Points
176 -
Displaying Experience
326 -
Performant Lookups With Dictionaries
688 -
Levelling Up
865 -
Displaying The Level
186 -
Squashing Health Bugs
472 -
Events And Delegates
749 -
Delegates And Actions For Leveling Up
424 -
Saving Race Conditions
406 -
Level Up Events And Particle Effects
719 -
Damage Progression
660 -
Quiz - Character Stats #2
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Extensible Modifier System
723 -
Percentage Modifiers
729 -
Data Hazards And Race Conditions
475 -
Hunting Down Race Conditions
550 -
Awake vs Start
695 -
Lazy Initialisation
769 -
Progression Stats Spreadsheet
1205 -
Quiz - Character Stats #3
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Configurable Cursors
760 -
Cursors And UI
636 -
Generic Raycastable Components
889 -
Cursor Type With IRaycastable
425 -
Raycast Sorting
580 -
Raycasting To A NavMesh
959 -
Calculating A NavMesh Path
950 -
Quiz - Final Polish #1
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In Game UI
586 -
Text Fading Animation
306 -
Spawning Damage Text
479 -
Using Unity Events
689 -
Updating The Damage Text Value
308 -
Unity Events With Parameters
394 -
Health Bar UI
774 -
Updating The Health Bar Scale
425 -
Disabling Empty Health Bars
348 -
Quiz - Final Polish #2
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Fixing The Fader
693 -
Coroutine Race Conditions
653 -
Camera Facing LateUpdate Fix
116 -
Sound Effects And UnityEvents
829 -
Quiz - Final Polish #3
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Weapon Prefab Refactor
442 -
Fighter To Weapon Communication
582 -
Boom Microphone Audio Listener
500 -
Health Pickup Hack
500 -
Visual Polish Audit
347 -
Visual Polish Part 1
448 -
Visual Polish - Macro Details
702 -
Visual Polish - Micro Details
732 -
Quiz - Final Polish #4
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Combat Moment Fine Tuning
384 -
Bug: Attacking Distant Enemies
480 -
Enemy AI Agro
455 -
Enemy Mob Mechanics
614 -
Bug: Shooting Over Water
189 -
You've Finished The Course!
89
Requirment
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You should be able to write basic C# (loops, conditionals, components, etc)
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Some familiarity with Unity's APIs is helpful.
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You should know your way round Unity 5's editor.
Outcomes
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Create core combat mechanics for melee, ranged and special attacks.
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More advanced C# techniques such as interfaces, delegates, and co-routines.
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Create pathfinding systems and patrol paths for enemies and NPCs.
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Make a detailed level with terrain, enemies, triggers, lighting, particles and props.
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Balance the player and enemy stats (eg. health, damage, movement, attack speed, and more).
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Advanced game design, project management and code architecture strategies.
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