All the technology needed for MMORPG development, C# + Unity Step By Step! 🕹️
From Basics to Master Level, Developing an MMORPG 🎮
This is a game development course designed so that anyone can take it step by step without burden, assuming no prior knowledge. The ultimate goal is to launch an MMORPG indie game that can accommodate 500-1000 users.
In this series, we will learn the necessary techniques step by step to create a 2D roguelike game using C# and Unity, based on free assets provided by Unity. Shall we take on this challenge together?
You can create things like this ✨
▲ Implement essential RPG game features using simple assets. (Sample portfolio clip: This is an actual portfolio that passed the document screening for N company's new graduate recruitment in 2015.)
▲ You'll learn the core server integration technologies for creating online multiplayer games.
Learning Content 📚
Part1 : Introduction to C# Programming
Part2 : Data Structures and Algorithms
Part3 : Unity Engine Current Lecture
Part4 : Game Server (Network, Multithreading, OS)
Part5 : Database(SQL Server)
Part6 : Web Server (ASP.NET Core Blazor, WebApi)
Part7 : MMORPG Content Implementation (Unity + C# Server Integration)
The Beginning of Diverse Game Development, Unity In Part 3, we dive deep into the Unity Engine. This course is designed for those who know basic C# syntax but find it challenging to jump straight into following Unity Engine tutorials. We'll create a simple RPG game while learning about the overall features of Unity games.
The one and only practical Unity course While there are many Unity books and courses at the beginner level, you can't actually create an RPG game using the same approach as making a clicker game. You'll learn about the core Unity features that programmers must master and build your own framework to efficiently manage these features. Ultimately, we aim for solid fundamentals that enable you to create "any game" rather than games of a specific genre.
Try learning in the following order!
Unity Basics 👉 Transform 👉 Prefabs 👉 Collision 👉 Camera 👉 Animation 👉 UI 👉 Scene Management 👉 Sound Management 👉 Object Pooling 👉 Coroutines 👉 Data Management 👉 Mini Project
Part 3, Recommended for these people!
Someone who knows basic C# syntax
Someone who is handling the Unity Engine for the first time
Game framework For those who want to build
Q&A 🙋♀️
Q. What is the lecture environment? A. All series are created assuming a Windows environment, and there are no additional explanations for macOS.
Q. Can non-majors also take this course? A. There's no problem at all since we proceed assuming no prior knowledge whatsoever.
Q. Please introduce what motivated you to start this course. A. Personally, when I started studying servers, I remember it being difficult because there were no reference materials to consult. After getting a job, while comparing and reviewing actual live MMORPG code, I realized many flaws in my code that I had created through trial and error. I thought that if there had been a class that briefly covered the overall content of MMORPG development from basics to the end, it would have saved time and reduced the struggle. I expect this class to serve as a guide for your entry into MMORPG game development.
Q. Don't you use C++ or Unreal Engine? A. We plan to create separate versions: [C#/Unity version for indie games (this series)] and [C++/UE4 version for employment]. MMORPG involves a tremendous amount of content to cover including networking, OS, multithreading, web, client engines, and more. If we proceed with a C++ foundation, the difficulty level becomes too high and isn't suitable for beginners. Especially if you don't have knowledge about game development, we recommend first getting an overview of the entire forest with the C# version.
Q. Does the Unity server use Photon server, or is the goal to implement it directly? A. The goal is to implement it directly.
Q. If I purchase one Part, are the other Parts free? A. Each part is independently produced and sold separately.
Recommended for these people
Who is this course right for?
A person who is handling the Unity engine for the first time
A person who is very interested in MMORPG technology
Need to know before starting?
Basic understanding of C#
Hello This is
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Answers
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Courses
학력
- Condorcet Prépa MPSI 수료 (프랑스) - 칭화대학교 소프트웨어공학 학사 (중국) - 고려대학교 정보보호대학원 석사 (한국)
- 리버싱 및 취약점 분석 - MMORPG 게임 개발 (C++, C#) - 외국어 (영어, 프랑스어, 중국어, 일본어)
소개
해킹 공부를 위해 순전히 호기심으로 시작한 게임 개발인데... 시간이 흘러 어느덧 10년차 게임 개발자가 되었습니다. "이래서 언제 게임을 만들지~?" 한숨 나오는 기초 문법부터 시작해서, 차츰 만들어가는 나만의 게임 세상. 그리고 그 세상에 접속한 다수의 플레이어를 볼 때의 뿌듯함. 공부를 할 수록, MMORPG의 매력에는 헤어나올 수가 없습니다. 제가 느낀 감동을 여러분도 느낄 수 있으면 좋겠네요.
Personally, it was not an easy lecture. The editor part is intuitively understandable without much understanding, but the problem is that when a design pattern appears, it is the part where the manager is built, and it is hard to follow the flow of what it really means. However, after watching the lecture once and watching it again, I gradually see the intention behind building this framework, and I start to understand it. That's when I realized the true meaning of this lecture.. I really recommend this lecture. People like me who don't have much coding experience will probably have a hard time at first, but if you watch it several times and try your best, I think you will get good results! Oh, and the instructor often refactors to make the code as efficient as possible while giving the lecture, so you may get dizzy here, but since it contains a lot of know-how, I think it will be more helpful if you stop slowly, follow along, and understand it.
I think it's a really good lecture. However, since the game system is created with the game's scale in mind, it felt difficult for me who was new to it.
It seems to be a very high-quality lecture among the lectures I took while studying development.
However, if you are completely new to Unity or are not majoring in this field, it may be difficult.
Personally, I think it would be much more helpful to take this lecture after getting used to Unity by listening to simple game development books or lectures, and then learning the overall development flow and code patterns.
It was good to be able to learn about parts that I used to use without knowing the principles because I was in a hurry to produce while working in the field. And rather than uploading a framework like this lecture, I often thought about how to increase reusability and manage the system more efficiently by structuring it, as I was using code that worked at that time. This lecture was really helpful. And it was a great help in thinking a lot about the direction of coding to some extent.