Introduction & Setup
  • Welcome To The Course
  • Coupon For Original Course Content
  • Install Unity 2018.3
  • Install Visual Studio Code
  • Not Making Intellisense?
  • Quick Game Design Overview
  • Architectural Overview
  • Community & Support
Basic Movement
  • Section Overview - Basic Movement
  • Create A Simple Sandbox
  • Move Using Nav Mesh Agent
  • Refining Your Nav Mesh
  • Introduction To Raycasting
  • Implement Click-To-Move
  • Quiz - Basic Movement #1
  • Create A Fixed Follow Camera
  • Animation Blend Trees
  • Match Animation To Movement
  • Basic Movement Tweaks
  • Project Folder Structure
  • Quiz - Basic Movement #2
High Level Game Design
  • Section Intro - High Level Design
  • 1.5 Page Game Design Document
  • The Player Experience
  • First Draft Of Your GDD
  • Quiz - High Level Design #1
Basic Combat
  • Section Overview - Basic Combat
  • Separating The Control Layer
  • Namespaces To See Dependencies
  • Raycasting For Components
  • Implementing Action Priority
  • Move Within Range
  • Cancelling Combat With Movement
  • Quiz - Basic Combat #1
  • Decoupling Dependency Cycles
  • Dependency Inversion With Interfaces
  • Add Attack Animation
  • Trigger Animation In Code
  • Throttling Our Attacks
  • Taking Damage
  • Nested Prefabs And Variants
  • Using Prefab Variants
  • Quiz - Basic Combat #2
  • Any State Animations
  • Trigger Death Animation
  • Stop Attacking Already
  • Look Them In The Eyes
  • Ignore Dead Enemies
  • Bugs? What Bugs?
  • Quiz - Basic Combat #3
Enemy AI
  • Section Overview - Enemy AI
  • Calculating AI Chase Distance
  • Swappable Control Systems
  • Disable Control When Dead
  • Visualising With Gizmos
  • AI Guarding Behaviour
  • Quiz - Enemy AI #1
  • That's Some Suspicious Behaviour
  • Visualising Waypoints
  • Waypoint Loops
  • Patrolling Behaviour
  • Dwelling At Waypoints
  • Quiz - Enemy AI #2
First Moment
  • Section Overview - First Moment
  • Design A Moment
  • Sketch Your Moment
  • Tips To Improve Workflow
  • Craft The Environment
  • Hits-To-Kill Design Metric
  • Quiz - First Moment #1
  • Tweak Enemy Patrol
  • Cinemachine Follow Camera
  • Make Cinematic Sequence
  • Trigger Cinemachine Cut Scene
  • The Observer Pattern In C#
  • Player Input In Cutscenes
  • Quiz - First Moment #2
Scene Management
  • Section Overview - Scene Management
  • Make A Second Scene
  • Scene Loading Portals
  • How Coroutines Work
  • Wait For Scene To Load
  • Player Spawn Point
  • Cross Scene References
  • Canvas Groups For Fading
  • Quiz - Scene Management #1
  • Nested Coroutines For Fading
  • Avoiding The Singleton Pattern
  • Quiz - Scene Management #2
Saving Asset Pack
  • Section Overview: Saving Asset Pack
  • The Saving System Overview
  • Triggering Saving And Loading