유니티 시스템 프로그래밍 Pt.2 - 상용 게임 구현을 위한 핵심 시스템 올인원 패키지
BurningCarrot 버닝캐럿
유니티 게임 개발에 필요한 주요 시스템을 학습합니다. AAA 게임 개발자의 비법을 공개합니다. 이미 완성된 안정적인 설계와 시스템 위에 여러분의 게임 플레이를 빠르게 구현하세요.
초급
C#, Unity, 객체지향
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
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125 lectures ∙ (36hr 0min)
Course Materials:
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