Last but not least, the polishing of the game.
Giving your game that extra "oomph" can really improve the experience. As games are mainly an interactive medium, interacting should feel good. Giving the player good and satisfying feedback on their actions makes the players enjoy the game more, so they'll play more!
Here are some examples on how to add a little polish to your game:
dinsdag 21 juli 2015
Top Down Dungeon Crawler in Unity3D with C# - Enemies
Alright, on to the enemies, because what combat would be fun without opponents?
It wouldn't really even be combat... so yeah...
Let's get on with the tutorial.
Enemies can come in all sorts of different shapes and sizes. As such, I personally prefer to all base them of one universal enemy Controller, so all enemies have the same default values that can be called.
Here I've created a basic version of said controller. It contains code for moving, damaging, getting damaged and death. A lot of references will be made to the Player tutorial, so if you haven't read that one and as such don't understand some of the things written here, I do recommend taking a look at it.
Enemies can come in all sorts of different shapes and sizes. As such, I personally prefer to all base them of one universal enemy Controller, so all enemies have the same default values that can be called.
Here I've created a basic version of said controller. It contains code for moving, damaging, getting damaged and death. A lot of references will be made to the Player tutorial, so if you haven't read that one and as such don't understand some of the things written here, I do recommend taking a look at it.
vrijdag 17 juli 2015
Top Down Dungeon Crawler in Unity3D with C# - Mecanim
Working with Mecanim might be one of the most useful skills for a Unity developer. Working with Mecanim allows you to easily and rapidly create a system for your animations, which is also easily accessible through scripts and events.
If you have never worked with Mecanim before, I will give a very brief tutorial on how to set up an Animation Controller, so you will be able to understand this tutorial, but I do strongly recommend checking out the animation tutorials by Unity.
Though, because of some changes in Unity 5.0 these tutorials should also be watched when using a 5.x version of Unity3D.
Also note that Mecanim isn't limited to use for 3D models, it can also be used on sprites. Sometimes this requires a little bit of tweaking, but Unity Technologies is working on improving this feature.
If you have never worked with Mecanim before, I will give a very brief tutorial on how to set up an Animation Controller, so you will be able to understand this tutorial, but I do strongly recommend checking out the animation tutorials by Unity.
Though, because of some changes in Unity 5.0 these tutorials should also be watched when using a 5.x version of Unity3D.
Also note that Mecanim isn't limited to use for 3D models, it can also be used on sprites. Sometimes this requires a little bit of tweaking, but Unity Technologies is working on improving this feature.
woensdag 15 juli 2015
Top Down Dungeon Crawler in Unity3D with C# - Environmental Hazards
You know what would be cool? If we had wall-mounted turrets that fired projectiles at the player!
So let's do that. This tutorial assumes that you've either read the Player tutorial or have chosen to ignore it, as we will be making calls to the Character.cs script made in that tutorial and in particular, the Damage function.
vrijdag 3 juli 2015
Top Down Dungeon Crawler in Unity3D with C# - Player Character
Alright, let's get started on our game! First, we'll probably need a player character. After all, we do want to be able to play the game and being able to play as early as possible allows for rapid testing of the gameplay and tweaking variables so the game feels just right.
Let's start by making a list of what we want the player character to be able to do.
We want the player to be able to move. We want the player to be able to attack. We want the player to be able to get hit. So:
Let's start by making a list of what we want the player character to be able to do.
We want the player to be able to move. We want the player to be able to attack. We want the player to be able to get hit. So:
- Move
- Attack
- Get hit
- Die
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