[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
Updates on Notices + CF Part Recommended Classes
There were a few updates, but I think it's a bit excessive to send you news every time, so I'll just post a notice about the updates.
If it is a related unit or can be included in each CF part, and you look at it in conjunction with the basic part of this class,
I will only notify you when there are updates that I think are worth mentioning.
I think it would be helpful to take the CF coordinate systems together with the first lesson of Part 1, which starts with nodes and coordinates and Manhattan distance.
I have recorded examples of the shortcut key functions that I use a lot in the Rider editor of CF, which I find convenient, so please watch them a lot (I really recommend Rider). I have added the settings that I forgot to include in the class materials (VS Code <- shortcut key settings similar to VS Code made in Rider), and the Ctrl + Shift + Space key function that shows the list of function parameters and version information that receives various parameters.




