Latter part unfinished (no plans for completion) [Unity] How to make a turn-based tactics game + How to create a unique, easy, and cool game architecture. Currently demonstrating scalability and reusability while adding content features.
This is an incomplete course where the latter parts of the curriculum have not been covered. However, the core content for prototyping and advanced sections is included. (Please refer to the announcement for further details.) ---------------------------------------- How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (the core framework) As the assets available to me increased and the list of things I wanted to update grew, you can think of this as a guide for rapid prototyping. Based on the content covered in these two parts, you can infer how the updated (and future) features will be implemented. ---------------------------------------------------------- Updates -> Deepening and enriching the content built in Parts 1 and 2 cf -> Useful content for game development in this genre + alpha
41 learners
Level Intermediate
Course period Unlimited
The advanced part is tougher than I thought. Skilled individuals might prefer it more.
I spent a long time explaining the contents of Overview 1 and 2 to a capable programmer and received feedback (thank you again), but he told me to immediately change it to intermediate level or higher...
So, I think we should open a preview so that we can make a decision before applying for the advanced course.
If you are intermediate or higher or have a strong sense of challenge,
He gave it a good review, so I think he might like it even more.
There will also be a lot of regular updates on topics that are not too difficult.




