[ユニティ レベル アップ!] モジュール式で開発するアイテムシステム
Developer G
様々なゲームに適用できる[アイテムシステム]と、開発生産性を高める[ツール制作]、構造的なプログラミング方式である[モジュール式プログラミング]を学ぶ講義です。
중급이상
Unity, modules, Unity6
This course teaches [Quest System] that can be applied to various games and [Modular Programming] to increase development productivity.
[Quest System] that allows you to create and manage quests of your choice by assembling them.
[Modular programming] that divides functions and assembles them to form objects.
[Event-driven programming] based on events that do not rely on the Update function
With modular programming👨💻
Game development level, upgraded to the next level!
The quest system is so essential to every game that it's practically indispensable. As such, it's one of the best-selling assets on Unity's Asset Store and Unreal Engine's Marketplace.
Quest systems need to be systematic and universally applicable to a wide range of games, which necessitates modular development . However, even in YouTube tutorials readily available online, modular development is rare, and implementations are often haphazard, using if and switch statements .
To be honest, you can't make anything good that way.
Why modular programming is important
✅ Individual classes become lighter.
✅ Makes editing and debugging easier.
As a result, you can increase your development productivity !
(Expansion, Reusability ▲)
Quest
System
modular
Programming
Event-driven
Programming
I'll show you how to develop a systematic and general-purpose quest system using modular programming so you can create 'something' well.
I hope that through this course, you will take a step forward from being a beginner programmer to a programmer who can develop his own systematic system.
Step 1
Modular quests with various objectives and rewards
Let's create a quest system that controls quests.
Step 2
Let 's apply and extend the system we created to an example .
Functions implemented in the lecture
So that you can understand it easily and accurately
Subtitles are provided for each class video.
Q. How much knowledge of C# do I need?
You should have studied the basic syntax of C# . While we'll cover all the basic C# syntax, including Linq, Events, and Collections, we won't provide a detailed explanation of each. Therefore, if you're not familiar with C# or have only a partial understanding, you may have difficulty following along.
However, if you want to develop a game, you definitely need to know grammar, and since it doesn't use special grammar that others don't use, even if you have partial knowledge of C#, you can easily follow along if you look up the grammar separately and study it.
Q. How much knowledge of Unity do I need?
Since the main content is system development through code writing, only beginner-level Unity knowledge and knowledge of ScriptableObject are required.
Q. What level of content is covered in the class?
Creating a quest system that works for every existing game requires a lot of considerations. Due to time constraints and the difficulty involved, we'll only implement the universal essential features of a quest system. However, we'll apply and extend our system to a sample game, so students will learn how to apply the system to their own games and add and expand features as needed.
Q. What are the benefits of modular programming?
Statistics show that the probability of bugs occurring increases dramatically when a class exceeds 300 lines of code. Game programs are quite large, requiring frequent modifications and expansion, which inevitably leads to complex code. Failure to properly partition the code can lead to developers abandoning development before it's even fully completed, overwhelmed by bugs. Even after development is complete, the resulting game will be riddled with bugs and unfinished.
That's why, if you want to develop a proper game, you need to know how to write code in a modular way.
Q. Is this a course that non-majors can also take?
Building a system might sound daunting, but the process of figuring out how to structure a system isn't that difficult; it's the implementation itself. Non-programmers who haven't yet developed a programming mindset will learn how to design features and write code systematically while developing a system with me, rather than rushing to implement features and writing code according to their whims.
📢 Please check before taking the class!
Who is this course right for?
[Rookie Programmer] who wants to take his programming skills to the next level
Those who want to study [modular programming] with a systematic structure, rather than the haphazard coding that relies on if and switch statements
Anyone who wants to develop a reusable [systematic system] but can't figure out how to do it
Anyone who wants to create their own [Quest System]
Need to know before starting?
C#
Unity
1,040
Learners
65
Reviews
159
Answers
4.8
Rating
3
Courses
안녕하세요, 게임을 사랑하고 개발을 사랑하는 게임 프로그래머 Developer G입니다.
저는 어떻게하면 깔끔하고 체계적인 코드를 작성할 수 있을지 항상 고민하는데요,
제 고민의 결과물들을 여러분들에게 아낌없이 가르쳐드리겠습니다!
All
19 lectures ∙ (5hr 48min)
Course Materials:
All
51 reviews
4.8
51 reviews
Reviews 4
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Average Rating 5.0
5
コーディングでは、まず分析が重要で、QuestとTaskを別々に分けて考えるように説明するのがとても良いです。
受講していただきありがとうございます! 開発にとって何よりも重要なことの1つは、私が何を作るべきかを確かに知ることです。だから私もいつも開発に先立って作らなければならない要素がどれがあるのかドキュメントにまとめ、開発をしながらも中途半端に考えてみるべきこと、追加的な要素を整理しながら作業をします。
Reviews 3
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Average Rating 5.0
5
本当の良い講義です。 Youtubeでおおむねついている式の講義をあまりにも多く入ってきてUnityに触れて今数年になっても実力がすごく渋滞した感じがたくさん聞きましたが、Scriptable Objectをただデータ保存用にだけ使うとしたときは直列化クラスだけ書けば良いのではないか?しながら使わなかったが、このようにモジュール化するのに使えるということに驚いて、 今年の休暇中にできるだけ多く入って多くの刺激を受けようとしていますㅎㅎㅎㅎ 次の講義も撮っていただければもっと役に立ちそうです!ありがとうございます。
受講していただきありがとうございます! ScriptableObjectは、システムやツール、コンテナなど、本当にさまざまな場所、さまざまな方法で活用できる便利な機能ですが、学習段階でこれを活用できる方法を学ぶことができない残念な機能の1つです。今はSerializeReferenceというまだ未完成の多型直列化機能が追加され、使い方が少し減っていますが、まだ代替不可能な書き方が多いので、この講義を通じてScriptableObjectの使い方について新たに知ることができたと嬉しいです。 もっと満足できる良い内容の講義でまたお会いしましょう、ありがとうございました!
Reviews 2
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Average Rating 5.0
5
最初は "switch を使って機能を追加するのがそんなに問題なのか? 私が講師のようにswitchを使わずにモジュール式でコードを書くことができるかどうかは確かですが、講師の言葉通り頑張って練習してみましょう。 良い講義ありがとうございます:D
考えがそんなに変わったなんて講義を作ったやりがいのようです。 私も最初からモジュール式で機能をパチパチ作れたわけではありません。どんなものを分離してどのように合わせるか本当に何日も悩んだり、今も時々モジュール式構造を作るために短くは数時間、長くは一日、二日ほど考える時があります。 初めてなので、モジュラー構造を作るのに時間がかかるかもしれませんが、投資する価値のある時間なので、あまりにも緊急にしないでゆっくりと設計してみてください。 覚えておかなければならないのは、殴打式の具現は未来を売って現在を生きるものなので "考えるのは大変で時間もっぱらただただただ叩いて実装するか?"という誘惑に陥らないでください。 '今回'が'次'になり、'これから'になりますから。
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Average Rating 5.0
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Average Rating 5.0
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