Lesson 10: FPS Game

This week we are looking at some advanced Unity features that we can use to create our own “first person shooter” (FPS) style game. We will take a look at tools for quick level generation, dive into Unity’s Character Controller, take a deeper examination of the offerings of the Physics library, and finally dip our toes into some Enemy AI. Starting today, our remaining lessons are no longer required to complete the assignments. From this point on, all lessons are strictly educational, but I strongly recommend trying to follow along as these systems are very useful for developing your own games.

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Lesson 9: Advanced 2D

For this class, we looked at a few more advanced techniques to enhance our platform games. The first is Animation Effects, which allow us to call a scripted event from inside an animation clip, which we used to make a “coin box”. Then we look at defining physics collisions, setting up areas that affect our physics with 2D Effectors, and finally look at Sprite Shapes.

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Lesson 5: Astral Attackers (Part II)

In this week’s class, we discussed strategies for audio, and covered the Singleton pattern – a very powerful tool (but also a potentially tricky/dangerous one) for organizing our game and exposing our “manager” scripts to the objects in our scene. The videos this week will cover updates to our Astral Attackers game to build a Sound Manager, create the Game Manager which will handle our game state and flow, and finally we will make some visual improvements to our environment and to our enemies to spice things up.

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Lesson 4: Astral Attackers (Part I)

Today we started out on our new game – “Astral Attackers” – a Space Invaders inspired alien shooter that we will use to illustrate the ways in which the objects in our object-oriented program interact with one another. Instead of a coordinated central script controlling the action, the gameplay instead emerges from the behaviors we give the objects themselves.

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Week 3: Pong (the easy way)

This week, we replicate last week’s accomplishments in a matter of minutes by using the tools that Unity affords us. This frees up extra time to build our even more of our game and get to work on the logic of moving through the stages of our gameplay. We will work with physics, collisions, sound, scripting prefabs, enumerations, coroutines, and Unity’s UI system. Let’s jump in!

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Week 2: Pong (the hard way)

In this exercise, we are going to create the beginning of a Pong style game from scratch. We will use Unity primitives to create a playing field, make objects move with code and input from our keyboard, and finally have our ball bounce off of the walls.

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