John NOORCON
Building an RPG with Unity 5.x
Building an RPG with Unity 5.x
We begin with an introduction to, and the fundamentals of, RPG games.

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Building an RPG with Unity 5.x

Unity is one of the most cutting-edge game engine in the world. Developers are looking for the best ways to create games of any genre in the engine. This comprehensive guide on building an RPG with Unity teaches you high-end techniques currently used in developing modern games. The tips, tricks, and techniques can be applied to your own role RPG.

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WHAT'S IN IT

Whenever you read a good book, somewhere in the world a door opens to allow in more light.

  • Chapter 1-4
  • Chapter 1

    This chapter will discuss how to go about planning a RPG. We will give a brief background on the genre then start discussing some of the design patterns that have been applied to RPG throughout the past.
  • Chapter 2

    In this chapter the reader will start building and thinking about how to setup the game environment. We will be selecting a particular theme for our RPG and start using the design patterns from chapter 1 to create the initial components of the game.
  • Chapter 3

    In this chapter we will investigate and define the different types of characters that we will be using in our RPG. This will include Player Character and Non-Player Character characteristics, attributes, and classes.
  • Chapter 4

    In this chapter we will discuss the main aspects of the character and non-character movements and A.I. The character mechanics will be discussed and improved. Character status, leveling up, skills, classes, and etc…
  • Chapter 5-8
  • Chapter 5

    This chapter will focus on the code of the game. The Game Master is usually the main code that glues everything together and controls the whole world. It keeps track of the player, the enemies and everything else that is of importance in the world.
  • Chapter 6

    This chapter will discuss in details the inventory system which is a major part of any RPG. The inventory will be designed and build in a way to satisfy many of the internal system needs. We will define our inventory items and develop the necessary assets and systems.
  • Chapter 7

    This chapter will start putting together all of the user interface components and integrating everything together. User feedback, user status, Inventory control, Head Up Display and all other UI related elements.
  • Chapter 8

    In this chapter we will look into the networking aspects of our RPG. We will discuss some of the challenges you will face for creating a multi-player game and also implement Multi-Player mode for our RPG.

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