Release date:2021, July
Author:TheCodingCult (aka Henrique de Carvalho)
Skill level:Beginner
Language:English
Exercise files:Yes
Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.
What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?
How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?
In this course you’ll see in depth how to create and balance stat systems. We will discuss about game design decisions and their consequences, then we will create a spreadsheet with stats and try to keep it balanced as different classes level up.
You will also use those same stats in a skill system we will develop from scratch in Unity. This system will be able to create damage skills, healing skills, skills that apply buffs and debuffs, etc. They will also use both percentage-based or stat-based calculations.
And to test everything, we will create a simple automated turn-based system.
I hope to see you there o/
01 Introdução 001 Intro 002 Unity and Preparing the Environment 003 Getting a Text Editor
02 Understanding Stats and Their Design 001 Creating the Project 002 Unbalance as a Design Decision 003 Utility vs Flavor 004 Numerical Gains or Talents
03 Coding a Stats System 001 StatEnum 002 Randomizing Stats and Accessing Them 003 StatSystem 004 TryToHit 005 Using Delegates for Modifiers 006 Delegates with Reference Types 007 StatModifiers as Components 008 Multiplicative Modifiers 009 Cause Damage 010 Fight
04 Balancing D&D-like Stats 001 Hits to Kill 002 Chance to Hit 003 Formulas for Hit Chance 004 Calculating Damage 005 Beginning the Simulation Table 006 Accuracy vs Dodge 007 Calculating Stat Growth 008 Setting Up Other Classes Tables 009 Finding Balance for the Hit Rate 010 Finding Balance for the Damage and HP 011 Finding Balance for the Other Classes
05 Balancing Another RPG-like Stats 001 Another Way of Calculating Damage 002 Adding the new Damage into the Simulation 003 DEX vs AGI 004 Remaking the Hit Rate 005 Defense 006 DPS 007 Starting Stats Balance 008 Growth Stats Balance
06 Coding a Flexible and Balanced System 002 HitChance Script 003 Effect Script 004 Skill Script 005 Turning HitChance into a Modular System 006 Heal Effect 007 Targeting System 008 Simulator Choosing Skills Automatically 009 How Much Each Stat Contributes to the Skill 010 Reorganizing the Project and Scripts Names 011 Skills that Applies Status Effects 012 Status Effects Stacking or Not 013 Adding Controls to Changing HP 014 Skills that Remove Status Effects 015 Delegates and Events On Turn Begin 016 Status with Limited Duration 017 Reapplying Status Duration 018 Damage and Heal Over Time 019 Percentage Effects 020 Skills with Multiple Effects 021 Creating other types of Targets 022 TargetsLowHPAlly 023 Targets Based On Status Effects 024 Creating the Classes_Jobs 025 Turn Order System 026 Adding the Turn Order to our Simulator 027 Fixing Bugs 028 Applying the Stats from the Spreadsheets
[Udemy] Game Development Stats and Skill Systems_Subtitles.7z [Udemy] Game Development Stats and Skill Systems.7z
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