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Build A Tower Defence Game With Unity And Blender

Blender教程 dsgsd 120浏览 0评论

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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