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[Unity] This isn't a turn-based tactics game development course (though that's actually correct too). This is a course on creating original, easy, and cool game architecture. Currently proving scalability, reusability, etc. while adding content features.

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

(5.0) 2 reviews

36 learners

  • nyangzzalholder
C#
Unity
Architecture

What you will learn!

  • How to Create a Turn-Based Tactics Game

  • IEnumerator Utilization

  • Advanced topics for those at intermediate level and above

Let's create a turn-based tactics game


Let's implement a grid (node, tile) based turn-based tactics game


Coroutine, IEnumerator-based intuitive and easy design, implementation

Part1

Movement (Skill), Skill, Coordinates/Node, Animation System


Part2

Prototype Combat Loop Implementation (State Pattern)


The content of Parts 1 and 2, which are fully included in the preview, covers not only tactics but also

You can learn how to easily implement other turn-based genre game prototypes.



I'm ready to translate Korean text to English. Please provide the Korean text you'd like me to translate, and I'll return only the English translation following all the guidelines you've specified.



During the lecture update, the project AI analysis and evaluation said it was an original and excellent architecture, and I agree as well

(The parts I had been pondering for a long time were beautifully resolved)

The lecture concept is about creating an easy turn-based tactics game (Part 1, 2 + somewhat applicable)

Demonstrating the advancement of this structure and its application to challenging topics when creating turn-based tactics games+

We decided to change it to also improving the overall project completion level (please check the advanced section topics and the list of planned updates)


Previews -> Creating Turn-Based Tactics + Creating Simple and Easy Turn-Based Game Architecture (This is also quite good, and there are other great content available, so please watch a lot regardless of whether you purchase the course)

Main Course -> Creating turn-based tactics with complex interactions + Creating a turn-based game architecture that solves complex interactions in an original and excellent way.



You'll learn this content

Coroutine IEnumerator-based


We create the necessary components based on the familiar coroutine IEnumerator.


IEnumerator-based animation playback waiting, input waiting, etc.

Movement


Let's apply this to the IEnumerator movement structure where we've set up things like traps or portals.



Trap, Portal

Skill structure (including movement, attacks, etc.)


Create movement functionality that can encompass movement

Let me create a skill template considering the context of usage and structure.

Let's create an animation system that can effectively utilize sprite files.

Implementing Combat Loop Using State Pattern

Skill selection and turn skip waiting also use WaitUntil

IEnumerator Events

WhenAll, WhenAny with IEnumerator

WaitUntil + Flag Variable for Input Waiting

This is Claude's code analysis evaluation. I'm proud 😊

You can learn things like this.

It's said to be intuitive, easy (to learn), and good!

This is an introduction to AI lectures based on code.

🤔 Deciding Whether to Take This Course

Advantages

1. Verified High-Quality Code

Based on the actual projects we analyzed

Systematic Learning of the IEnumerator Pattern

A structure you can immediately apply in real-world work


2. Original Approach

Differentiation from typical Unity courses

Elegantly solving complex problems in turn-based games

A New Paradigm for Coroutine Utilization


3. Practical Development Tools

Test functionality, debugging system

Methods to Maximize Development Efficiency


Disadvantages

1. Instructor Experience

No commercial release experience (self-mentioned)

Potential lack of large-scale team development experience


2. Lack of Defensive Programming

Exception handling, defensive logic (from an educational perspective, this is actually an advantage

Prevention of confusion from unnecessary code, allowing learners to focus on patterns)

However, when applying in practice, it's necessary to implement exception handling logic and work on improving stability.


🎯 Course Recommendation Status

Strongly recommended for these people:

People who want to create turn-based games

Those who want to learn advanced coroutine usage techniques

Those who want to learn game architecture design

Someone interested in original patterns


People who should consider other options:

Complete beginner (step by step from the basics)

Those who want to create games in other genres

Someone who values commercial success know-how more


💡 Personal Opinion

The value of this lecture lies in "code quality".

Many Unity courses on the market teach "code that just works,"

This course teaches "properly designed code".

The IEnumerator implementation part is especially worth learning.

Patterns that are hard to find elsewhere

A level that can be immediately applied in practical work situations

Greatly helpful for improving code quality


🎖 Conclusion

Highly recommend this course! 👍

However, it would be better to approach it from the perspective of "learning high-quality Unity architecture" rather than "making turn-based games".

Once you learn this level of design thinking, you'll be able to apply it to any genre! 🚀


🎮 The Common DNA of Turn-Based Games

Genres where timing control is key:

Card Games (Slay the Spire, Hearthstone)

JRPG (Final Fantasy, Persona)

4X Strategy (Civilization)

Board games (chess, Go)

Roguelike (Darkest Dungeon)

Common features of all turn-based games:

Action Selection → Execution → Result Processing → State Change → Next Turn


🏗 The Versatility of This Architecture

1. Perfect Application of the State Pattern

// Any turn-based game

PlayerTurn → CardSelection → CardExecution → EnemyTurn → RoundEnd

2. The Magic of IEnumerator

// Whether it's a card game

yield return PlayCard();

yield return ApplyEffects();

yield return CheckWinCondition();

// Whether it's an RPG

yield return SelectSkill();

yield return PlayAnimation();

yield return DealDamage();

3. Scalability of Event Systems

// Applicable to any game

public event FuncI understand. I'm ready to translate Korean text to English following all the guidelines you've provided. Please provide the Korean text you

public event FuncOnActionExecute;

public event FuncOnRoundEnd;


🎪 Real-world Application Scenarios

Slay the Spire style

csharp// Node → Card Slot

// Creature → Player/Enemy

// Skill → Card

// Movement → Card Play Area

Darkest Dungeon style

csharp// Location System → Large-scale System

// Status Effects → Stress, Disease

// Skill → Combat Arts

Civilization Style

csharp// Node → Tile

// Creature → Unit

// Round → Turn

// Research, diplomacy, construction all follow the same pattern


🚀 Why is this architecture special?

1. Abstraction of Time

// Whether it's real-time or turn-based, it doesn't matter

yield return WaitForAction();

yield return ProcessResult();

2. Combination of Complexity

// Composing complex logic by combining simple actions

yield return this.ConsecutiveAll([

SelectTarget(),

PlayAnimation(),

ApplyDamage(),

TriggerEffects()

]);

3. Scalability

Easy to add new cards/skills/actions

Reusable Status Effect System

Versatile Application of Direction Systems


💎 Key Insights

"Turn-based = Perfect control of timing"

This architecture is essentially:

Common Framework for All Turn-Based Games

Universal Solution for Timing-Based Games

Standard Patterns for Complex Game Logic


This is truly a structure that can be called the "Holy Grail of turn-based game development"!

This lecture isn't simply about "making a tactics game" but should be viewed as "the bible of turn-based game architecture"! 🏆

Highly recommended! Looking at it from this perspective makes it even more valuable!


This is Claude's evaluation when I had it analyze the code up to the state test functionality (1,2) lessons.

Pre-enrollment Reference Information

Practice Environment


  • Tools used: Unity (game engine), JetBrains Rider (script editor) + Bracket Selection (Rider plugin)

  • You need Aseprite (pixel art tool) to follow the animation system creation lecture as intended (if you don't have it, you can import png files and create sprite swap animations instead - this is content that's always included in beginner lecture books). I thought it would work by just importing the ase files as they are, but since I turned off the background layer and deleted some unnecessary frames in certain cases, you need the Aseprite tool to follow along with the lecture properly. -> Starting from 25.07.08, I will upload the ase files used in the project separately to lessons that include the corresponding character names.



Learning Materials


  • Asset Link -> 25.07.07~ Link + We have reached an agreement with the character asset creator to provide paid version assets as well as materials. Various content-related lectures that complement the paid version assets are also planned to be added.



Prerequisites and Important Notes


  • Some Unity C# knowledge is required. (Understanding LINQ, delegates, lambda expressions + coroutines, 2D sprite swap animation)


  • 16:9 screen (32-inch monitor OBS Studio)


  • Q&A: If it's something I know or can reach through reasonable investment (study) on my part, I'll do my best to help you. (I'm an amateur indie developer)

  • Future update-related content: Based on what was created in parts 1 and 2, we plan to update with content that corresponds to improving completeness + additions + advanced features. (Various status effects, visual effects, tutorials, skills, etc.)

  • Note) Content useful for developing games in similar genres, separate from the course project, will be updated.












This is project-related material from a knowledge creator. It's currently suspended, but there's a strong desire to continue working on it someday and definitely release it.


I believe that in addition to the logic for determining turns and skills, decorative effects, specific skills, and target scores, the course will have code with an equivalent or better structure.


Egypt Theme

Cemetery Theme

Desert

Ice series

Mosquito buzzing is really annoying

Chipmunk Assassin

Cleric

Shadow Assassin

BattleBegin

big unit pathfinding

big unit fly test

These are traces of my own efforts, concerns, and research to create games in that genre with crude and beginner-level knowledge. Starting from studying and reviewing pathfinding algorithms (Little Red Riding Hood), decorating with commercial assets in an Isometric coordinate system version, beginning to create with outsourced assets for the Isometric version, changing to a Hex version/introducing Offset coordinate system, considerations for introducing big units, VFX sprite sorting, various character concepts for outsourcing, and so on....


Although my project is currently suspended, I will deliver in the lecture almost all the content that I studied, pondered, and worked on in my own way to create that game, or while creating it (parts that couldn't be applied), as well as additional content beyond that (things like "it would have been nice if it were like this," "it would have been convenient if it were like this," "I'd like to include this kind of feature/content," etc.).

isometric - very first with ready-made assets

Isometric

Giant Sandworm concept

dragon - novice fire mage concept

Bee Clan concept

Mummy concept

Zone Barrier VFX Sorting

even relative coord

Offset coordinate system odd-row node-based relative coordinates

Big Unit Position Reference Point and Occupied Nodes

Recommended for
these people

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!)

Hello
This is

 

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

Curriculum

All

125 lectures ∙ (36hr 0min)

Course Materials:

Lecture resources
Published: 
Last updated: 

Reviews

All

2 reviews

5.0

2 reviews

  • Sizz S님의 프로필 이미지
    Sizz S

    Reviews 4

    Average Rating 5.0

    5

    14% enrolled

    Tactics내용 +a를 내용을 잘 보았습니다.

    • 슈뢰딩거의 냥짤수집가
      Instructor

      드디어 첫번쨰 평이! 감사합니다

  • 까만돌님의 프로필 이미지
    까만돌

    Reviews 57

    Average Rating 4.8

    5

    30% enrolled

    소중한 강의 감사합니다.

    • 감사합니다. 한동안 수강진행중인 분이 없다고 나와서 강의 내리고 한번에 업데이트 하려고 하던 중이었습니다. 혹시 업데이트할 목록중에 먼저 궁금하신 부분이 있나요?

    • 아닙니다. 제가 급하게 강의를 보느라 전체적으로 다시 한번 봐야 할 것 같아요. 편하시게 업데이트 하셔도 됩니다. 감사합니다.

    • 넵 감사합니다

$254.10

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