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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

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41 learners

Level Intermediate

Course period Unlimited

  • nyangzzalholder
C#
C#
Unity
Unity
Architecture
Architecture
C#
C#
Unity
Unity
Architecture
Architecture

After responsive strategy (Design calc. done) Priority updates: Suggestion/Vote

I think the pre-work and verification for the part that I was most nervous about and worried about is complete. After that, I think I can upload it while making it a little more comfortable. Are there any topics on the list that you would like to suggest that are not on the list or that you would like to update comfortably later or in the middle?

Since there seem to be some people interested in battle maps made of isometric tiles, I'm also considering making something that implements simple movement tests (including moving between floors, jumping/jumping down).

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