Mô tả

Have you ever wanted to create your own computer game from scratch?  Are you a programmer that would like to also create your own 3D art assets?   Then this course is for you.  In it, you will follow along learning both the coding and art side of game development giving you the necessary skills required to be an independent game developer.

Dive right into over 20 hrs of hands-on content.

This course takes a holistic view at creating a Tower Defence game level through the examination of game mechanics, coding exercises in C# with the Unity Game Engine, and 3D art asset creation in Blender.

Through the investigation of this simple but compelling casual gaming genre, the course is broken into 2 parts that can be taken separately or together:

In Part A learn how to program and work with:

  • Pathfinding

  • Character Animation

  • User Interface Development and Programming

  • Economy systems including player lives, and money accumulation & spending

  • Special effects including sound effects, particle systems, and explosions

  • Automated enemy-sensing towers

In Part B learn how to design and work with:

  • Blender

  • Modular 3D art assets for game level design

  • Procedurally Generated Textures

  • A multipart game character with sub-meshes that can be independently controlled with code in Unity

In this course, Penny and Mike teach all the invaluable skills you will require to design, program, and model your own Tower Defence game from scratch.  You will learn from their combined 40 years of knowledge about Unity and Blender through detailed descriptions and hands-on workshops.

What students are saying about Penny and Mike's other courses:

  • As a game developer with 3+ years experience under his belt, I would like to say that I have learned a lot, and also improved on what I knew already before the course.

  • This course is absolute gold! I am a Software Engineering Teacher as well as a solo game developer, and of all the courses I have taken on Udemy, this is has been the most useful and eye opening by far.

  • I've taken some great courses on this site, this has to be the best in terms of volume, clarity and thoroughness. In this course you will: 1) Learn several procedural generation methods 2) Learn some cool Blender functionality 3) Learn how to make a pathfinding algorithm I was only expecting number 1) but seeing how much extra stuff is here, I'm definitely coming back to go deeper and help some of the trickier stuff sink in. Can not recommend enough. Do this course now!

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15 sections

A01/B01 Introduction

4 lectures
Introduction
04:06
Join the H3D Social Community
01:26
FAQs
00:16
Tower Defence Game Mechanics
05:49

Part A.02 Building A Tower Defence World

4 lectures
A Quick Introduction to Navigation Meshes
11:06
Creating a Navmesh Agent
14:49
Spawning Agents
12:31
Timing and Limits
15:10

Part A.03 Developing Tower Placement Mechanics

4 lectures
Programming Turret Drop Functionality
10:33
Programming Turret Drag Functionality
11:25
Controlling Turret Placement
08:32
Tweaking for Turret Models
10:57

Part A.04 Creating a User Interface

5 lectures
Adding Buttons to Select Turret Type
09:19
Instantiating a Turret from a Button
11:06
Developing a Turret Upgrade Menu
09:25
Activating and Closing the Upgrade Menu
11:24
Challenge: Add a new type of turret
07:14

Part A.05 Tower Defence Artificial Intelligences

4 lectures
Aiming at the Enemies
09:43
Tower Horizontal Targeting
05:57
Tower Vertical Targeting
10:00
Resetting Turrets to Original Positions
04:36

Part A.06 Building Destructible Enemies

4 lectures
Using Scriptable Objects to Hold Enemy Data
10:18
Displaying a Healthbar
11:23
Reducing Enemy Health
12:50
Improving Shooting Accuracy
07:38

Part A.07 Customising with Scriptable Objects

5 lectures
Customising Turret Properties
09:28
Programming with Turret Properties
09:26
Defining Individual Turret Types
16:05
Defining Individual Creep Types
13:41
Manually Working with Colliders
05:43

Part A.08 Sounds and Visual Effects

9 lectures
Building the Environment
11:02
Placing Platforms
10:45
Finessing Shooting Sounds
09:39
Particle System Flames
13:31
Switching Particle Systems on and off.
06:05
Adding Shooting Effects for Two-Gun Towers
14:30
Enemy Death Explosions Part 1
11:43
Enemy Death Explosions Part 2
13:38
Enemy Death Explosions Part 3
06:07

Part A.09 Tower Defence Game Mechanics

10 lectures
Waves Part 1
10:25
Waves Part 2
07:03
UI Layout for Game Information
10:13
Displaying Wave Counts
06:42
Making Money
10:22
Counting Lives
07:46
Changing the Game Timescale
10:35
Spending Money on Towers
13:54
Upgrading and Removing Towers
15:24
Game Over
12:32

Part 2 B.02 Orientation

8 lectures
Project Overview
02:14
Reference Material
02:33
Our Workflow
01:45
Multiple Approaches
02:25
Are You Stuck?
04:41
Share Your Work
02:21
Course Resources
01:37
Help, I Have Made a Complete Mess!
02:27

Part B.03 New To Blender? Start Here!

36 lectures
Recommended Preferences
13:48
Editors and Workspaces
06:24
Context Matters
04:36
The 3D Viewport
08:10
Walk Mode
03:22
3D Editor Modes
03:55
Blender Is Shortcut Heavy!
01:36
F3 to Search
01:51
Adding Objects
03:57
Transforming Objects
09:44
Origins & 3D Cursor
08:54
Snapping
07:20
Duplication
09:58
Units and Entering Values
06:16
Editing Mesh Data
06:48
Objects VS Object Data
08:43
Extruding
16:40
Naming
03:52
Selecting Loops
05:49
Fills and Insets
10:46
Separate and Join
07:14
Parenting
05:03
Collections
03:29
Bevels
05:10
Mirroring
05:13
Adding More Details
17:49
Linked Data
09:18
Viewport Shading
03:28
What is a Material
02:59
Material Properties
12:30
Shading Workspace Overview
04:58
Adding Material Slots
11:23
See What the Camera Sees
03:27
Render Engines
09:45
Adding Lights To A Scene
11:06
Configuring Render Settings
08:58

Part 2 B.04 Establishing Our Pipeline

13 lectures
Section Introduction
02:28
Origins Are Important
07:58
Applying Transforms
04:17
Grid Snapping
03:53
Block Model The Environment
11:49
Local View & Hiding
04:04
Using Collections
06:04
Block Modelling A Turret
11:20
Re-Linking Duplicates
03:02
Adding Materials
12:09
Unity Opening .blend Files
04:20
FBX Exporting
09:04
Mistakes Happen
00:55

Part 2 B.05 Modular Models

25 lectures
What is Modular
04:29
Symmetrise And Mirrors
08:02
Mirror Tools Addon
05:00
What Parts and Parenting
09:22
Exporting Parented Objects 1
05:48
Exporting Parented Objects 2
06:57
Making a Standard Base
06:58
Making a Standard Core
13:09
Joining Objects
03:50
Snapping and Pivot Points
12:12
Scaling Positions
02:51
Duplicates Vs Circular Array
09:51
A Simple Driver
04:44
Finishing The Basic Gatling
06:52
Let’s Export and Test
09:30
Bevelling Vertices
04:55
Face Intersect
04:30
The Boolean Modifier
06:41
Finishing the Rocket Launcher
19:07
Common Things To Miss
03:39
Making The Flamer Thrower
18:21
Using Curves for Pipes
11:14
Adding Details
08:38
Adding Detail Components
14:30
Testing The Final Model
08:45

Part 2 B.06 Procedural Materials

15 lectures
Why Procedural Materials
05:14
Shading Workspace Overview
04:20
New Workspace Layout
03:19
Setup Our Render Pipeline
07:35
Nodes, Sockets and Noodles
12:28
Playing With Masks
16:16
Creating a Basic Edge Mask
11:55
Creating A Group Node
12:57
Adding Detail to the Edge Mask
14:08
Testing Our Detailed Mask
08:15
The Ambient Occlusion Node
15:04
Using Textures
17:55
The Bump Node
14:12
Using Our Procedural Textures
22:23
Add Materials To All Turrets
11:54

Part 2 B.07 Getting Game Ready and Export

9 lectures
Creating a New Image Texture
05:04
Smart UV Unwrapping
06:33
Multiple Object Unwrap
05:00
Baking Settings
15:24
Render Passes & Baking the Base Colour
15:05
Baking the Normal Map
09:03
Baking Ambient Occlusion
08:01
Baking a Metallic Map
08:17
Compositing a Metal - Smoothness Texture
08:46

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