Intro to Game Development using Unity - Part II

Course

Online

£ 30 + VAT

Description

  • Type

    Course

  • Methodology

    Online

  • Start date

    Different dates available

This course continues the development of the 2D game from the Intro to Game Development using Unity - Part I course and you'll learn how to use more of the powerful built-in capability that Unity has by adding exciting features to your game. Once you're finished with this super fun course, you'll have a solid foundation in Unity and will be fully prepared to understand the vast amount of documentation and tutorials available on Unity to take your game development skills to the next level if you choose to do so.

Facilities

Location

Start date

Online

Start date

Different dates availableEnrolment now open

About this course

More about Unity physics
Sorting layers for image display priority
Interaction with game obstacles
Particle systems
Audio
GUI and keeping score
Prefabs and the Unity Asset store
Animations
and more...

Questions & Answers

Add your question

Our advisors and other users will be able to reply to you

Who would you like to address this question to?

Fill in your details to get a reply

We will only publish your name and question

Reviews

This centre's achievements

2021

All courses are up to date

The average rating is higher than 3.7

More than 50 reviews in the last 12 months

This centre has featured on Emagister for 4 years

Subjects

  • Returns
  • Works
  • Approach
  • CS
  • GCSE Physics
  • Programming
  • Programme Planning
  • Programming Application
  • Design
  • Internet

Course programme

Intro and Downloading Scripts 1 lecture 05:30 Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Intro and Downloading Scripts 1 lecture 05:30 Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Introduction We quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: quickly review what we’ve done so far, talk about what’s coming up in the second half of this series, and then we reorganize some files to prepare for the rest of the lessons. The link to download the BirdController.cs file is here: Adding More Features and Gameplay 8 lectures 01:17:25 The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond. Particle Systems Create Sparks In this lesson, we take a quick look at one of the more popular effects used in games today that produces visual activity - the particle system. In our game, when the Bird collides with an obstacle, the Bird bounces slightly and then it usually continues on its path. Using the particle system, we make the obstacle give us a visual response when it’s hit to make things more interesting. Audio and Talking Obstacles Audio can be a key element of any game and the choices for sounds and background music are as abundant as the choices for graphics. In this lesson, we add some audio to our game by getting one of our game obstacles to trigger a sound effect when the Bird collides with it. Unity makes this easy to do by only requiring an audio file, an audio source, and an audio listener. Audio can be triggered automatically or with the use of a simple script. GUI and Keeping Score Part I In this lesson, we use the UI Toolset to display the score in the top center of the screen. The score will be incremented every time the Bird returns a worm to the launch tree. If the Bird collides with the Pitchfork, the score will decrement by 1, and when the score reaches 3, the game is over. GUI and Keeping Score Part 2 n the last video, we created a Score text element and a Restart button for the game using Unity’s UI Toolset. In this lesson we update and display the Score and use a GameManager script in that process. The GameManager script will have the public variables for the score, the Score text element, and the Restart button element, and we access them with just a few lines of code from the other scripts. Prefabs and the Asset Store Prefabs are GameObjects that you store in your project so that you can make multiple copies of them in your game. In this lesson we create and use a prefab to demonstrate their usefulness. Then, we introduce the Unity Asset store where you can download all kinds of items that can be imported and used in your game. These items come from both Unity and members of the Unity community like yourself. Quiz Review questions for Section 2 Adding More Features and Gameplay. 8 lectures 01:17:25 The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond. Particle Systems Create Sparks In this lesson, we take a quick look at one of the more popular effects used in games today that produces visual activity - the particle system. In our game, when the Bird collides with an obstacle, the Bird bounces slightly and then it usually continues on its path. Using the particle system, we make the obstacle give us a visual response when it’s hit to make things more interesting. Audio and Talking Obstacles Audio can be a key element of any game and the choices for sounds and background music are as abundant as the choices for graphics. In this lesson, we add some audio to our game by getting one of our game obstacles to trigger a sound effect when the Bird collides with it. Unity makes this easy to do by only requiring an audio file, an audio source, and an audio listener. Audio can be triggered automatically or with the use of a simple script. GUI and Keeping Score Part I In this lesson, we use the UI Toolset to display the score in the top center of the screen. The score will be incremented every time the Bird returns a worm to the launch tree. If the Bird collides with the Pitchfork, the score will decrement by 1, and when the score reaches 3, the game is over. GUI and Keeping Score Part 2 n the last video, we created a Score text element and a Restart button for the game using Unity’s UI Toolset. In this lesson we update and display the Score and use a GameManager script in that process. The GameManager script will have the public variables for the score, the Score text element, and the Restart button element, and we access them with just a few lines of code from the other scripts. Prefabs and the Asset Store Prefabs are GameObjects that you store in your project so that you can make multiple copies of them in your game. In this lesson we create and use a prefab to demonstrate their usefulness. Then, we introduce the Unity Asset store where you can download all kinds of items that can be imported and used in your game. These items come from both Unity and members of the Unity community like yourself. Quiz Review questions for Section 2 The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. The Bird Understands Physics In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. In this lesson, we make an interesting discovery about the Bird - we’ll discover that it knows a lot about physics and physical forces! Although we may not be able to ask it any direct questions, we’ll at least be able to observe it’s behavior when it’s subjected to certain physical forces. We take a different approach to the code development than than we did in the earlier videos - we use some existing code and modify it to explain how it works. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Sorting Layers and Bird Under Cover In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. In this lesson, we use Sorting Layers. We add more GameObjects for the Bird to fly in front of, or behind, and see how easy it is to control which GameObjects are in front of others. Then, we finish laying out our scene by adding the rest of the GameObjects we’ll be using in the game. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson. We start by reviewing the 4 types of colliders available in 2D, then we implement some of them, and write just a few lines of code to control how the Bird will respond. Colliding with Obstacles preview Since our gameplay has obstacles on the way to the Worm and back, what happens when the Bird hits one of them? At the moment, nothing. None of the obstacle GameObjects has a collider component, so there’s no way to detect when a collision occurs. That’s pretty easy to fix however, and that’s what we do in this lesson o display the score in the top center of the screen. The score will be incremented every time the Bird returns a...

Additional information

This course is Part II of the Intro to Game Development using Unity - Part I, so you'll need to complete Part I first

Intro to Game Development using Unity - Part II

£ 30 + VAT