Are you looking to level up your game development skills and take your projects to the next level?
Do you like games like XCOM2 or Final Fantasy Tactics?
Are you looking to level up your game development skills and take your projects to the next level?
Do you like games like XCOM2 or Final Fantasy Tactics?
In this course, you’ll take your skills from beginner to advanced, learn to manage and organise a complex project. You’ll create a custom Grid System and learn advanced Programming concepts, such as; C# generics, C# events, and custom structs. Plus A* Pathfinding.
Even if you’re not interested in turn-based strategy games, these skills are transferable to other types of games.
You’ll create turn-based gameplay with multiple Units, along with grid-based movement and logic. You’ll also add enemy AI and with all the actions you create, you’ll be writing good high quality code.
Writing reusable and easily extendable code
Learn to organise a complex project
Separate gameplay logic from animation and visual components
Learn to write clean code, how to keep all systems decoupled
You’ll need to be familiar with the Unity editor, and have a basic to intermediate knowledge of C#. If you’ve taken any of our Unity courses (or the equivalent) you’ll be good to go.
You’ll get full lifetime access for a single one-off fee. The creators are qualified and experienced coders, so are able to explain complex concepts clearly, as well as entertain along the way. We’re thrilled to have teamed up with Code Monkey to bring you this course.
All students have access to the Q&A forums where our Instructors, Teaching Assistants and Community are ready to help answer your questions and cheer on your success.
Ready to create your own Turn-Based Strategy game? Come join the course now.
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Hugo welcomes you to the course and gives you a glimpse of what you’ll be making!
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Lucy invites you to join us in our various community support forums in order to ask questions, connect with other students and share your progress.
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Download Unity Hub and Visual Studio Code, including the extensions for C# and Unity Code Snippets.
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If you're experiencing issues with intelliSense not working, this guide will walk you through several steps to hopefully get things working.
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This course is intended for folks who already have the fundamentals of C# understood. This particular lecture is a quick reminder for the core concepts that we'll assume you know already in this course.
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Any time we change our project during a lecture we will commit that change to a public source control repository for students to access. In this video we show you how to access that content.
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Let’s create a brand new Project with Unity 2022.1 and URP and set up the Editor Layout
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Verify that URP is correctly set up and import the Synty Prototype Pack Assets
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Set up Post Processing, Anti Aliasing and SSAO
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Introduction to Unit Movement and Selection section
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Let’s set up the basic Unit while keeping a good Game Object structure
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Make some simple code to Move a Unit to a target position
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Learn how to do a Raycast and the difference between Screen Position and World Position
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Get the Mouse World Position using a Physics Raycast and use a LayerMask to ensure it only hits the Floor
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Now that we have the Mouse World Position and Unit Movement, let’s combine them to make the Unit go to the Mouse Position
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Let’s learn the importance of writing good clean code and why you should use [SerializeField] private instead of public
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Let’s download some free Animations and set them up
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Learn all about the Animator and how to use our Animations
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Set up the Animator Parameters and learn how to trigger them through code to handle the transitions.
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Let’s make the Unit rotate to face the move direction
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Create the UnitActionSystem to handle which Unit is selected so we can click to select and order each individual unit.
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Let’s add a Visual to the Selected Unit and learn all about Events
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Let’s continue the last lecture and learn about the Singleton pattern
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Introduction to the Grid System and Camera section
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Quick overview of the Grid System that we’re going to build
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Let’s start building the Grid System
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Create the Grid Object that is instantiated in every Grid Position
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Set up the Level Grid class to manage the entire Level Grid
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Install Cinemachine and set it up
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Let’s make a Camera Controller to Move and Rotate the Camera
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Add Zoom to the Camera Controller
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Intro to the Actions and UI section
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Let’s make a proper Move Action and refactor our code
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Let’s validate our Move Action grid positions
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Create a Visual Prefab to show on each Grid Position
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Let’s build our second action, a simple Spin Action, and create a Base class for all our Actions
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Add some logic to prevent multiple actions from running at the same time
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Create and set up the UI Canvas
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Build a UI to showcase buttons for all Actions on the Selected Unit
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Handle Click on the Action Buttons to swap the Selected Action
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Let’s refactor the code to use a general TakeAction(); method
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Listen to an Event and Update the Action Button UI visual to highlight the Selected Action
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Create a UI element to Show while there is an Active Action
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Let’s add the concept of Action Points so we have a limited number of actions we can take per turn
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Let’s create a Turn System that will manage the turn and reset the Unit’s Action Points
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Intro to the Enemies and Combat section
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Create an Enemy based on the original Unit
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Let’s add a brand new Action for Shooting the Enemy
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Create a separate Unit Animator class to handle all the Animation logic
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Use the Trail Renderer and Particle System to make a nice Bullet visual and explosion
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Let’s create a simple Health System so Units can be Damaged and Die
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Set up a Ragdoll and spawn it when a Unit dies
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Build a World UI element on top of each Unity to display Health and Action Points
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Create a second Virtual Camera to show the Shoot Action from a different perspective
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Add the ability for the Grid Visual to have different Colors for each Action
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Let’s create a very Basic Enemy AI, just make the Enemies take Actions during their turn
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Let’s build upon the previous Enemy AI to make some more intelligent AI capable of Moving and Shooting
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Intro to the Pathfinding section
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Learn about C# Generics and how useful they are
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Convert the Grid System to work with Generics
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Learn about how the A* Algorithm works before we start implementing it
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Create the Pathfinding script and set it up with a Grid Object just for Pathfinding
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Let’s implement the A* Pathfinding algorithm
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Add Obstacles to Pathfinding
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Let’s use Assets to build a nice Level Map
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Refactor the Move Action to work with Pathfinding
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Intro to the Polish Section
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Create a simple class to trigger some Screen Shake
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Let’s make a new Action to throw a Grenade that will deal damage in an Area
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With the Grenade Logic working, now let’s make it feel powerful with some great visuals
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Make some Destructible Crates that blow up with Grenades and update Pathfinding
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Learn to use ProBuilder to create some really satisfying destruction
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Create a melee Sword Action that deals massive damage but only when very close
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Let’s make an Action to Interact with a Door
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Let’s learn about C# interfaces and use them to make our Interact Action more generic
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Create a proper Input Manager script to hold all references to Input
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Refactor the Input Manager script to use the new Input System package
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Let’s take everything we built and create a really nice complete level
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Congratulations on completing this course! What’s next?
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Intro to Hex Grid System Expansion
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Let’s see the Design that we’re going to implement and how Hex Grids differ from Square Grids
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Begin implementing the Hex Grid System by adding the Grid to World Position conversion and changing the visual
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Continue the Hex Grid implementation by adding the conversion from World Position onto Grid Position
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Modify the Pathfinding to work with the Hex Grid System
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Intro to the Multi-Floors expansion
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Refactor the LevelGrid class to support multiple GridSystem’s at different Floors
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Add support for Multi-Floors on the Grid Visuals
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Refactor the Pathfinding to support Multiple Floors and find paths between them
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Define Pathfinding Links where Units can move up or down between the floors.
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