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[유니티 레벨 업!] 모듈식으로 개발하는 스킬 시스템
Developer G
다양한 게임에 적용할 수 있는 [스킬 시스템]과 개발 생산성을 높여주는 [툴 제작], 구조적인 프로그래밍 방식인 [모듈식 프로그래밍]을 배우는 강의입니다.
중급이상
Unity, modules
How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (framework) As it turns out, the assets I can utilize have increased and the content I want to update has grown, so you can think of this as creating a quick prototype. With the content from these two parts, you'll also be able to infer roughly how I plan to implement the updated/upcoming content. ---------------------------------------------------------- Updates -> Advanced development and enrichment based on what was created in parts 1 and 2 cf -> Content beneficial for developing games in this genre + extras
How to Create a Turn-Based Tactics Game
IEnumerator Utilization
Advanced topics for those at intermediate level and above
Who is this course right for?
I want to make a turn-based tactics game.
I've watched 2 or more beginner lectures or books (Part 1.2 and others, still a considerable portion)
#Advanced# For those who want to create strategic content that's a bit challenging but involves checking opponents, opportunity attacks, barrier casting, damage sharing, evasive counterattacks, reflecting, forced positioning, and preparing powerful skills (canceled when hit)
Need to know before starting?
C# (beginner level - able to understand LINQ, delegates, and lambda expressions)
Unity (Coroutines) Beginner
#Advanced# Delegate, Events, Attributes, Reflection (But I don't really know much about these either - I'm just going with some basic knowledge and a "this might work" approach. So you can definitely do it too!)
어쩌다 쉽지만 강력한 이벤트의 IEnumerator 코루틴화 = 시간통제형 이벤트 아키텍쳐를 만들게된,
시간의 마술사가 되고싶은, 초보 아마추어 인디개발자에서 독창적인 아키텍쳐이자 진짜 게임개발자 사이,
어느때 어느곳에, 존재 할수도 안할수도 있는 고양이짤 수집가
All
125 lectures ∙ (36hr 0min)
Course Materials:
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1 reviews
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