Hello, survivors of the coolest Roguelike ever! "Unity 2D Game - Kawaii Survivor - The Coolest Roguelike Ever" is an adventure, and what you are about to create is going to make you one of the famous authors working on masterpieces like Vampire Survivors and Survivor.io. With Unity 2023.2 or newer and a very slight basic knowledge of Unity and C#, you can get into the dynamic world of game development.
"Unity is a powerful tool for creating games that can run on multiple platforms. Learning Unity opens up a world of possibilities for game developers." - Unity Technologies
From setting up a solid safety net with source control through GitHub Desktop to bringing your characters to life with custom art and responsive controls, in this course, "Unity 2D Game - Kawaii Survivor - The Coolest Roguelike Ever," you'll touch on every part of game development. Fight your way through waves of insistent enemies with melee and ranged weapons. Tailor your game to fit personalized player stats, such as attack, health, and critical chance. Learn the art of coding with finesse: putting in best practices towards solid architecture, manage flow in the game, and make a versatile inventory system that houses your arsenal of weapons and items gracefully.
Unlock the mysteries of UI design to make your game look every bit as good as it plays as you work your way through the maze of game development. Master layout and animation with the creation of fluent UI elements that adjust perfectly for any screen size, featuring slick double-sliding panels for an extra visual pop. Be part of Unity 2D Game - Kawaii Survivor - The Coolest Roguelike Ever, and help us make your game development dreams real, one line of code at a time.
Unity 2D Game - Kawaii Survivor - The Coolest Roguelike Ever Table of Contents:
- Starter Pack - 0:02
- Free Additional Packages - 0:18
- Setting Up Source Control - 4:28
- Exploring The Starter Pack - 5:41
- I Present You, Dave - 4:24
- Applying Physics to Dave - 10:13
- Controlling Dave With a Joystick - 10:53
- Appendix 01: Mobile Joystick Setup - 5:28
- Appendix 02: Mobile Joystick Code - 7:58
- Appendix 03: Mobile Joystick Knob - 7:34
- Appendix 04: Mobile Joystick Polish - 6:50
- Some Quick Explanations - 2:17
- Following Dave - 7:23
- Clamping Camera Position - 8:39
- Our First (Really Simple) Arena - 6:25
- Sorting Layer & Order Explanations - 4:06
- Using Unity's Tilemap System - 5:41
- Polishing Our Arena - 4:04
- Making the Arena More Interesting - 8:06
- Advanced Sprite Sorting - 10:15
- Appendix 05: Fun 2D Colliders Experiment - 4:48
- Evaluate Your Knowledge (6 Questions)
- Game Mechanics Development
- Refactoring the Player - 4:31
- Building the Game Already - 5:18
- Following the Player - 8:26
- Getting Close Enough & Various Gizmos Tips - 8:00
- Your First Particle System - 8:54
- Playing the Enemy Pass Away Particles - 5:19
- Adding a Spawn Indicator - 7:53
- Using a Tweening Library - 7:44
- Completing the Spawn Sequence - 3:48
- We are under Attack! - 9:44
- We All Love Refactoring! - 11:43
- Evaluate Your Knowledge (6 Questions)
- Health & Combat System
- Basics of Player Health - 8:53
- Adding a Health Bar - 7:54
- Coding the Health Bar - 3:40
- Adding a Text Overlay - 9:09
- The First Weapon - 5:20
- Aiming at Closest Enemy - 9:38
- Using Physics to Detect Enemies - 5:54
- Smoothing Out Weapon Aiming - 8:17
- Animating the Bad Way - 8:05
- Animating the Good Way - 7:52
- Destroying Enemies - 7:23
- Dealing Damage To Enemies (How Cute) - 8:13
- A Better Attack - 10:55
- Keeping Track of Attacked Enemies - 5:12
- Auto Attack - 5:37
- Quick Fixes - 4:49
- Evaluation (6 Questions)
- Advanced Features & Refinements
- The First Particle Animation - 6:32
- Spawning The Particles - 8:09
- Linking Particles To Enemies - 7:59
- Your First Pool - 8:46
- Improvements - 10:31
- Appendix 06 - Introduction to Actions - 6:07
- Appendix 07 - Actions with Arguments - 3:01
- Appendix 08 - Decoupling Scripts - 5:19
- Appendix 09 - Additional Information on Actions - 0:07
- Final Stages and Polishing
- The Process - 5:03
- The Bad Way to Implement It - 7:51
- A Better Way to Implement It - 9:21
- Shooting Bullets Logic - 12:34
- Shooting Bullets - 8:09
- Bullet/Player Interaction - 4:41
- A Better Bullet Management - 5:14
- Adding Pooling To Enemy Bullets - 13:07
- Quick Test (6 Questions)
- Advanced UI and Game States
- The GameManager Singleton - 4:28
- What Panel To Show Next? - 6:43
- An Interface For Game States - 8:41
- We Have a Menu! - 7:25
- A Basic Core Loop - 7:13
- Refactoring the UI Manager - 6:23
- Finalizing the Core Loop - 10:24
- Some Explanations - 7:17
- The Player Stats - 4:44
- Formatting the Stat Name - 2:54
- Why Do We Need Dynamic Button Callbacks? - 3:53
- The Upgrade Container - 9:40
- We Configure the Dynamic Button Callback - 6:50
- Setting Up the Stat Upgrades - 9:21
- Completing the Loop - 3:49
- Improving Player Stats - 7:14
- Your Own Structure Operators - 7:17
- IPlayerStatsDependency, Another Interface - 4:09
- The Max Health Stat - 6:26
- Our First Scriptable Object - 6:29
- Closing the Loop for the Max Health - 6:46
- The Move Speed Stat - 12:31
- Armor & Life Steal Stats - 11:02
- The Dodge Stat - 6:45
- Fixing Some Bugs - 6:28
- Adding Health Recovery - 5:47
- Adding a Basic Attack Stat - 11:36
- Adding Weapon Levels - 8:19
- Adding All Weapon Stats - 11:56
- The Weapon Selection Manager - 6:54
- The Weapon Selection Container - 6:43
- Adding Visual Feedback - 7:11
- Coloring Depending on Weapon Level - 5:15
- Creating Color Palettes - 7:31
- Passing Data to the Player - 7:56
- The Weapon Position - 8:28
- Giving Weapons to the Player - 8:19
- The Weapon Selection UI - 8:53
- Become a Layout Master - 6:56
- The Stat Containers Layout - 7:16
- Creating the Stat Containers - 11:20
- The Resources Manager - 11:19
- The Stat Container Manager - 6:41
- Our Texts Are So Clean - 8:26
- The Weapon Stats Calculator - 7:19
- Fixing Some Biggy Buggy Bugz - 4:33
- Refactor & Commit - 12:48
- The ObjectData Scriptable Object - 8:29
- Managing the New Objects - 11:32
- Chest Collected Callback - 6:42
- A Container for Our Object - 9:14
- Configuring the Container - 11:35
- Giving the Object to the Player - 11:06
- We Can Now Recycle Objects - 6:57
- The Base Elements - 14:10
- Improving the UI - 8:37
- Displaying Our Player Stats - 6:22
- Adding Logic to the Player Stats - 12:06
- Coloring the Stat Texts - 7:22
- Updating the Currency Texts - 6:22
- Another UI, Again - 19:26
- Spawning Weapon Containers - 4:21
- Spawning Object Containers Too - 4:22
- We Configure the Object Container - 10:43
- Onto the Weapon Container Now - 4:19
- The Lock Button - 4:36
- We Can Now Lock Items - 6:13
- Reroll! - 9:02
- Adding Weapons to the Player - 13:36
- The Logic Behind Purchasing - 5:23
- Purchasing Objects - 3:13
- Player Stats Setup - 16:03
- Player Stats Panel Slides! - 9:36
- The Inventory Also Slides - 7:56
- Item Info Setup - 7:18
- Double Sliding Panels, Finally - 11:35
- Setting Up Our User Interface - 6:40
- Instantiate a Container - 11:34
- Actions as Arguments? - 5:52
- Another Way to Detect Clicks - 6:29
- We Configure the Item Info - 12:25
- Recycling Objects - 13:27
- Recycling Weapons - 16:40
- Merge Button Interactability - 9:52
- Finally Merging Weapons - 9:42
- Pause Panel UI - 7:43
- Displaying the Pause Panel - 9:50
- Restart Confirmation Panel - 11:25
- Pause Inventory - 5:47
- Gameover Panel - 4:23
- Menu Panel - 6:05
- Adding Our Premium Currency - 9:45
- Saving with Player Prefs - 5:49
- Saving with Sijil - 5:32
- A Bit of UI - 12:44
- The Character Scroll View - 11:29
- Controlling the Center Image - 8:09
- The Info Panel - 9:00
- Purchasing a Character - 6:53
- Updating Visuals - 6:35
- Saving Character States - 4:35
- Saving the Last Selected Character - 7:43
- Quick Fixes - 1:12
- Settings Panel UI - 7:58
- SFX Button - 7:09
- Music & Privacy Policy - 6:47
- Help & Support - 4:33
- Credits - 8:07
- Bumpy Buttons - 13:28
- Scale & Rotate - 4:53
- Hop On Tap - 5:22
- Camera Shake - 10:06
- Haptic Feedback - 6:28
- Weapon Attack Sound - 12:11
- Muting Sounds - 6:05
- Animating Dave - 11:25
- Enemy Animation - 3:13
- Adding More Weapons - 12:31
- Animator Overrides - 8:06
- Vegetation Shader 1/2 - 7:07
- Vegetation Shader 2/2 - 10:17
- Scrolling Texture Shader 1/2 - 9:26
- Scrolling Texture Shader 2/2 - 7:31
- Infinite Map - 23:29
- Project Files and Bonus Lectures
- Project Files - 0:06
- Bonus Lecture - 0:20
Who is this course for?
- Any Game Developers who want to build their unique Roguelike/Roguelite Arena Shooter in Unity and make it different.
- Anyone looking to take their development and programming skills to the next level and challenge their problem-solving abilities.
- Creatives who want to design and develop complex user interfaces that connect with and entertain the player.
- Enthusiasts who are eager to share and learn from the content of the course.
Click on the links below to Download Unity 2D Game - Kawaii Survivor - The Coolest Roguelike Ever!
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