[Unity] This isn't a tutorial on making a turn-based tactics game (though it actually is). It's a tutorial on creating an original, easy, and elegant game architecture. Currently proving scalability, reusability, etc. by adding content features.
How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (the 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 making a quick prototype. From the content covered in these two parts, you may be able to infer roughly what methods will be used to implement the updated/upcoming content. ---------------------------------------------------------- Updates -> Advanced development and enrichment based on what was created in parts 1 and 2 cf -> Useful content for developing games in this genre + extras
39 learners
Level Intermediate
Course period Unlimited
Review Feedback Event Product: Aseprite (Pixel Art Tool) Steam Key
We will be holding an event to give Aseprite Steam keys to 5 people among those who registered during the early bird period and provided review feedback.
Aseprite (pixel art editing tool: frequently appears in lectures such as animation system classes and when adding new characters) seems to have high utility value as all paid assets from character asset creators become available for use




