[Unity 6] Learning Through Practice: Real-World Game Development - Idle Game
This is a practice-oriented course where you will create a 2D idle game from start to finish using Unity 6. You will implement the core features required for idle game production step-by-step, including game world configuration, player and enemy object creation, basic attacks, Behavior Tree-based enemy AI, currency systems, stat upgrades, Memory Pool systems, skill equipping/unequipping, equipment data management, inventory, gacha systems, stage systems, and finally, building and deployment. This course covers a more advanced structure than the previous Top-Down Shooting game production. Beyond simply creating features one by one, you will improve the architecture to manage multiple objects integrally using MemoryPoolManager, PoolOriginKeyHolder, and PoolKeys, and learn how to apply or remove stat effects based on equipping and unequipping equipment/skills. Additionally, you will gain hands-on experience with systems frequently used in actual idle RPG/clicker games within a single project, such as Google Sheet-based equipment data loading, equipment management systems, inventory, gacha, and stage systems.
43 learners
Level Intermediate
Course period Unlimited
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Hello everyone, this is Dr. Go.
After creating a tower defense game,
do you want to improve the code into a structure that supports maintainability and extensibility?[Unity 6] Tower Defense Refactoring and Expansion - Automating the Creation of 4 New Towers and Maps In this course,
based on the tower defense project created in the beginner course,
you will analyze the existing code and separate classes according to their roles,
then use inheritance, polymorphism, and ScriptableObjects
to carry out a step-by-step refactoring into a structure that remains easy to manage even as the project grows.Rather than simply organizing the existing code,
we will use the new structure to create four additional types of towers
and also explore how the refactored structure can be used when expanding functionality.We also improve upon the previous approach, which required manually configuring the paths towers can move along and map information, by directly implementing
a feature that analyzes the map information placed in the scene and automatically generates the necessary data
Map Data Auto Bake feature.Through this,
Separation of responsibilities by class and improved code structure
Designing a Tower Structure Using Inheritance and Polymorphism
Data separation using ScriptableObject
An extensible structure that makes it easy to add new tower features
Creating 4 New Types of Towers
A Bake system that automatically generates map data
You can experience these step by step within a single project.
We recommend this course for those who want to go beyond implementing basic features
and learn by modifying the project themselves “How should I write code that remains maintainable even when the game grows?”
“How should I design a structure that makes it easy to add new features?”
.📌 Tower Defense Refactoring Course Link
https://inf.run/bR9ttIf you have completed the basic features of the game in the introductory course,
in this refactoring course, we will develop that project
into a structure that is easier to manage and expand.I hope my course helps with your Unity game development studies.
Thank you for always seeking out and watching my courses.
This was Dr. Ko.

