Published 4/2023
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 16.89 GB | Duration: 21h 59m
Explore Tower Defence Game Mechanics through the creation of a game level by learning the programming and art creation.
What you’ll learn
Work with pathfinding to create autonomous characters that navigate a 3D environment.
Translate Tower Defence Game Mechanics into C# Code in Unity
Use Blender to create modular 3D game objects for use in level design
Design and develop moveable 3D models that can be programmatically moved with C# code in Unity
Requirements
Student will require a working knowledge of C# and Unity. No prior experience with Blender is required.
Description
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:PathfindingCharacter AnimationUser Interface Development and ProgrammingEconomy systems including player lives, and money accumulation & spendingSpecial effects including sound effects, particle systems, and explosionsAutomated enemy-sensing towersIn Part B learn how to design and work with:BlenderModular 3D art assets for game level designProcedurally Generated TexturesA multipart game character with sub-meshes that can be independently controlled with code in UnityIn 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!
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 Join the H3D Social Community
Lecture 3 FAQs
Lecture 4 Tower Defence Game Mechanics
Section 2: Part A.02 Building A Tower Defence World
Lecture 5 A Quick Introduction to Navigation Meshes
Lecture 6 Creating a Navmesh Agent
Lecture 7 Spawning Agents
Lecture 8 Timing and Limits
Section 3: Part A.03 Developing Tower Placement Mechanics
Lecture 9 Programming Turret Drop Functionality
Lecture 10 Programming Turret Drag Functionality
Lecture 11 Controlling Turret Placement
Lecture 12 Tweaking for Turret Models
Section 4: Part A.04 Creating a User Interface
Lecture 13 Adding Buttons to Select Turret Type
Lecture 14 Instantiating a Turret from a Button
Lecture 15 Developing a Turret Upgrade Menu
Lecture 16 Activating and Closing the Upgrade Menu
Lecture 17 Challenge: Add a new type of turret
Section 5: Part A.05 Tower Defence Artificial Intelligences
Lecture 18 Aiming at the Enemies
Lecture 19 Tower Horizontal Targeting
Lecture 20 Tower Vertical Targeting
Lecture 21 Resetting Turrets to Original Positions
Section 6: Part A.06 Building Destructible Enemies
Lecture 22 Using Scriptable Objects to Hold Enemy Data
Lecture 23 Displaying a Healthbar
Lecture 24 Reducing Enemy Health
Lecture 25 Improving Shooting Accuracy
Section 7: Part A.07 Customising with Scriptable Objects
Lecture 26 Customising Turret Properties
Lecture 27 Programming with Turret Properties
Lecture 28 Defining Individual Turret Types
Lecture 29 Defining Individual Creep Types
Lecture 30 Manually Working with Colliders
Section 8: Part A.08 Sounds and Visual Effects
Lecture 31 Building the Environment
Lecture 32 Placing Platforms
Lecture 33 Finessing Shooting Sounds
Lecture 34 Particle System Flames
Lecture 35 Switching Particle Systems on and off.
Lecture 36 Adding Shooting Effects for Two-Gun Towers
Lecture 37 Enemy Death Explosions Part 1
Lecture 38 Enemy Death Explosions Part 2
Lecture 39 Enemy Death Explosions Part 3
Section 9: Part A.09 Tower Defence Game Mechanics
Lecture 40 Waves Part 1
Lecture 41 Waves Part 2
Lecture 42 UI Layout for Game Information
Lecture 43 Displaying Wave Counts
Lecture 44 Making Money
Lecture 45 Counting Lives
Lecture 46 Changing the Game Timescale
Lecture 47 Spending Money on Towers
Lecture 48 Upgrading and Removing Towers
Lecture 49 Game Over
Section 10: Part 2 B.02 Orentation
Lecture 50 Project Overview
Lecture 51 Reference Material
Lecture 52 Our Workflow
Lecture 53 Multiple Approaches
Lecture 54 Are You Stuck?
Lecture 55 Share Your Work
Lecture 56 Course Resources
Lecture 57 Help, I Have Made a Complete Mess!
Section 11: Part B.03 New To Blender? Start Here!
Lecture 58 Recommended Preferences
Lecture 59 Editors and Workspaces
Lecture 60 Context Matters
Lecture 61 The 3D Viewport
Lecture 62 Walk Mode
Lecture 63 3D Editor Modes
Lecture 64 Blender Is Shortcut Heavy!
Lecture 65 F3 to Search
Lecture 66 Adding Objects
Lecture 67 Transforming Objects
Lecture 68 Origins & 3D Cursor
Lecture 69 Snapping
Lecture 70 Duplication
Lecture 71 Units and Entering Values
Lecture 72 Editing Mesh Data
Lecture 73 Objects VS Object Data
Lecture 74 Extruding
Lecture 75 Naming
Lecture 76 Selecting Loops
Lecture 77 Fills and Insets
Lecture 78 Separate and Join
Lecture 79 Parenting
Lecture 80 Collections
Lecture 81 Bevels
Lecture 82 Mirroring
Lecture 83 Adding More Details
Lecture 84 Linked Data
Lecture 85 Viewport Shading
Lecture 86 What is a Material
Lecture 87 Material Properties
Lecture 88 Shading Workspace Overview
Lecture 89 Adding Material Slots
Lecture 90 See What the Camera Sees
Lecture 91 Render Engines
Lecture 92 Adding Lights To A Scene
Lecture 93 Configuring Render Settings
Section 12: Part 2 B.04 Establishing Our Pipeline
Lecture 94 Section Introduction
Lecture 95 Origins Are Important
Lecture 96 Applying Transforms
Lecture 97 Grid Snapping
Lecture 98 Block Model The Environment
Lecture 99 Local View & Hiding
Lecture 100 Using Collections
Lecture 101 Block Modelling A Turret
Lecture 102 Re-Linking Duplicates
Lecture 103 Adding Materials
Lecture 104 Unity Opening .blend Files
Lecture 105 FBX Exporting
Lecture 106 Mistakes Happen
Section 13: Part 2 B.05 Modular Models
Lecture 107 What is Modular
Lecture 108 Symmetrise And Mirrors
Lecture 109 Mirror Tools Addon
Lecture 110 What Parts and Parenting
Lecture 111 Exporting Parented Objects 1
Lecture 112 Exporting Parented Objects 2
Lecture 113 Making a Standard Base
Lecture 114 Making a Standard Core
Lecture 115 Joining Objects
Lecture 116 Snapping and Pivot Points
Lecture 117 Scaling Positions
Lecture 118 Duplicates Vs Circular Array
Lecture 119 A Simple Driver
Lecture 120 Finishing The Basic Gatling
Lecture 121 Let’s Export and Test
Lecture 122 Bevelling Vertices
Lecture 123 Face Intersect
Lecture 124 The Boolean Modifier
Lecture 125 Finishing the Rocket Launcher
Lecture 126 Common Things To Miss
Lecture 127 Making The Flamer Thrower
Lecture 128 Using Curves for Pipes
Lecture 129 Adding Details
Lecture 130 Adding Detail Components
Lecture 131 Testing The Final Model
Section 14: Part 2 B.06 Procedural Materials
Lecture 132 Why Procedural Materials
Lecture 133 Shading Workspace Overview
Lecture 134 New Workspace Layout
Lecture 135 Setup Our Render Pipeline
Lecture 136 Nodes, Sockets and Noodles
Lecture 137 Playing With Masks
Lecture 138 Creating a Basic Edge Mask
Lecture 139 Creating A Group Node
Lecture 140 Adding Detail to the Edge Mask
Lecture 141 Testing Our Detailed Mask
Lecture 142 The Ambient Occlusion Node
Lecture 143 Using Textures
Lecture 144 The Bump Node
Lecture 145 Using Our Procedural Textures
Lecture 146 Add Materials To All Turrets
Section 15: PArt 2 B.07 Getting Game Ready and Export
Lecture 147 Creating a New Image Texture
Lecture 148 Smart UV Unwrapping
Lecture 149 Multiple Object Unwrap
Lecture 150 Baking Settings
Lecture 151 Render Passes & Baking the Base Colour
Lecture 152 Baking the Normal Map
Lecture 153 Baking Ambient Occlusion
Lecture 154 Baking a Metallic Map
Lecture 155 Compositing a Metal – Smoothness Texture
Beginner game development students who want to learn about tower defence mechanics.,Programmers who want a gentle introduction to creating their own 3D art assets.
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