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Odoo Class Videos

NEW LECTURES ADDED DEC 2022

I'm happy to announce four new lectures that demonstrate how to use Scriptable Objects to store data. 

THE SOURCE CODE THAT COMES WITH THIS COURSE IS A GREAT VALUE AT TEN TIMES THE PRICE.

BUILD A FULL FEATURED IDLE GAME WITH COMPLETE SOURCE CODE

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NEW LECTURES ADDED DEC 2022

I'm happy to announce four new lectures that demonstrate how to use Scriptable Objects to store data. 

THE SOURCE CODE THAT COMES WITH THIS COURSE IS A GREAT VALUE AT TEN TIMES THE PRICE.

BUILD A FULL FEATURED IDLE GAME WITH COMPLETE SOURCE CODE

In this course you will learn how to create an Idle Business Tycoon Game from the ground up that is similar to games such as ADventure Captialist, Web Tycoon, and Cookie Clicker. But more importantly, this course is designed to teach critical game development concepts and design patterns popularized by the Gang of Four.

Do you enjoy playing Tycoon and other Simulation or Idle games?

Do you know a little bit about C# and Unity3D but would like to take your Development Skills to the next level?

You can play AdVenture Capitalist (free on Steam) to get a very good idea of the core game play you will learn to create in this course.

  • More than 13 Hours of

  • Learn Important Unity Interface Concepts

  • Great for Beginning to Intermediate Level Game Programmers (Now includes advanced bonus content)

  • Produced by Greg Moss of Odoo Class Videos - an Expert in both Enterprise & Game Development Tutorials

  • Starts off with simple C# that even a beginner can understand... end up with a full feature idle game.

  • Create full unique games in seconds with dozens of stores and upgrades with the Exclusive Idle Game Data Generator.

  • FULL SOURCE CODE and updated projects for Unity 2019, Unity 2020, and Unity 2021.

  • Version 2.0 released December 2021. Now with Scriptable Objects and Full Custom Inspector.  

TO BE HONEST... THE SOURCE CODE ALONE IS A GREAT VALUE AT TEN TIMES THE PRICE.

Course Overview: This course focuses on core Game Design and Programming Principals. I use the tools in Unity to create the Interface and Artwork is all from Creative Commons. The game design borrows from many of the idle Business Tycoon type games such as AdVenture Capitalist, Cookie Clicker, and others.

By the end of the course you will be able to customize the game as you please and create your very own idle game.

This course starts at the beginning but ramps up quickly to teach you important Game Design Patterns that you must know to write professional games:

Beginning Skills:

  • Learn how to create a Unity3D Project

  • The entire project is created step-by-step. Start at the very beginning.

  • Perfect for those that are new to Unity and Programming in General

  • Start right away using Unity 3D's newest UI tools to create a working tycoon store

  • Write your first C# script and learn the basics of variables, IF statements, creating a Timer, and other simple programming concepts

  • Create an Animated Progress Bar to Show your Store in Operation

  • Video exercises along the way help reinforce what you are learning

Improving Your Business Tycoon Game Features and Your Development Skills:

  • Upgrade the Game Design to Handle Multiple Stores

  • Create a Game Manager to Better Track Money in the Game

  • Learn to Implement Math Functions to Calculate Your Next Store Cost

  • Add an Icon for your Store and Learn to Create Dynamic Buttons

  • Learn Important Beginner C# Structures and Basic Unity 3D Game Development

Taking Your Game Development Skills To the Next Level:

  • Designed to take you through important design patterns to improve your development skills

  • Improve Your Game Manager with the Singleton Pattern

  • Use Delegates and Events to implement the Observer Design Pattern

  • Refactor your Tycoon Game into a UI Manager

  • Use Unity Prefabs to dynamically create your stores at run time

  • Learn to Load Game Data from XML. Critical to allowing gamers to create mods

  • Learn to build a State Machine within the UI Manager to handle the various interface states within your growing Tycoon Game

  • Create a Managers Panel to extend the basic game design and provide a template for you to continue adding features to your business tycoon game

  • Perfect for those who wish to see how to implement real game designs so you can apply them to more advanced systems and future Tycoon games

   Take your game development skills to the next level. Download the full source code for the entire project.

This upgrade will include many new features that are found in commercial idle clicker games including:

  • New video Lectures covering both functional and technical aspects of the game

  • Learn how to save and load game progress

  • Calculate idle profits (make money when the game isn't even running. )

  • Create a screen to display profits while you were gone

  • Learn how to create Scrollviews

  • Improved Screen Design and Layout Tips

  • Create games with unlimited stores.  (memory & cpu limitations apply)

  • Use the new multiplier button for buying multiple stores at a time

  • Calculate earnings per-second for your operations

  • Big number descriptions for up to 300 exponents.

  • Handle "Angel" investors or "Transcendence" also known as NewGame+

  • New lectures on how to setup and implement your Idle Tycoon Business Simulation

SUPER BONUS - Generate Idle Game Data with custom Unity3d Inspector.

  • Generate Idle Game Data to create procedural generated stores, managers, and upgrades

  • Load and Save Game Template settings to easily generate new game designs

  • No need to hand key store data and upgrades... Adjust parameters to generate the idle game data

  • Data stored in human readable XML to be easily modified and tweeked as desired

New Learning Opportunities.

  • Upgraded course video content that reviews the technical upgrades of the project

  • Static methods and properties

  • Using constants

  • Loading game data from XML

  • Use PlayerPrefs to save game state

  • Loading configuration and store names, managers, and upgrades from CSV

  • Build a custom inspector

  • Better division and integration between game models and UI

  • Improved performance and smoother gameplay with threading and coroutines

  • Using Setters & Getters to protect your class properties

  • Using LINQ with ArrayLists

  • Tons of comments throughout all the code

  • New Lectures that cover all the new content

TEN BONUS .

Learn Unity and C# fast with code reviews and detailed explanation of advanced architecture concepts.

Copyright 2015-2021 First Class Ventures, LLC.  This item is not authorized for posting on Steam, or any other game or game asset site without permission.

Enroll now

What's inside

Learning objectives

  • Create an idle business tycoon game in unity3d using c#
  • Improve game development skills by using important design patterns
  • Create a game user interface in unity 3d ui tools
  • Extend the tycoon game with additional features such as managers & store upgrades
  • Complete 100% source code with tons of comments
  • Bonus: idle game data generator and custom inspector for advanced students!
  • Using scriptable objects to structure game data

Syllabus

Start Building Your Tycoon Game

NEW UPDATE NOV 23, 2021 BLACK FRIDAY RELEASE of  Unity Idle Business Tycoon 2.0!

I just completed an entire re-write of the entire idle data generator using Scriptable Objects! The entire system as been re-factored to use scriptable objects. I've uploaded a BETA build of the code already and will be preparing a detailed lecture on the re-design.

You can go ahead and download the code for yourself from this lecture under resources.


Game Design Document

Now attached to this lecture is a GDD (Game Design Document). It is very simple but as was pointed out in the comments it is a good idea to have a GDD when building out any game.


Introduction

This short introduction lets you see the finished game with some simple creative common graphics. Attached to this lecture is a zip file of the final Unity Tycoon project for the game.

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  • Make a new 2D project file.
  • Place your first object upon the canvas.
  • Learn how to restore Unity's default workspace layout.
  • Apply colors and alignment to your text object.
  • Save your scene within the project.
  • Create a panel for your store and control its relative size to its container.
  • Add a "Buy" button to your store.
  • Display a name and numeric counter for your store.
  • Organize your game scripts and scenes into folders.
  • Create a new "store" C# script.
  • Edit your script within your integrated development environment (IDE), such as Visual Studio or MonoDevelop.
  • Learn how the Start() and Update() functions fire.
  • Initialize your first integer-type variable for counting your stores.
  • Make a custom function for your "Buy" button that increments your StoreCount variable.
  • Discover how to use the Debug object to monitor your variable values.
  • Link your script to the panel and link your panel's button to the script's function.
  • Illustrates how the "using" directive gives you access to built-in C# class for creating objects for your UI.
  • Learn the preferred technique for converting numbers into strings.
  • Link your UI to a public script variable.
  • Designate float-type variables to hold currency amounts.
  • Learn how to store whole numbers and decimals.
  • Design our tycoon game so that the initial purchase price of each store may vary. (Unlike real life, in the game world, the cost of opening each new store should rise over the course of time; this helps to keep the game challenging!)
  • Recalculate your player's current balance whenever a store is purchased.
  • Limit purchases when the balance falls too low.

In this exercise course you are asked to attempt to tie the current balance of your company to the Unity UI interface. You will need to incorporate many of the skills you have learned so far. This is a great exercise for those who have some experience programming and are confident that the material up to this point has been easy.

A core part of Business Tycoon Simulations such as this one is the timer that determines when a store's income should be added to the current balance. Timers are also very valuable in many game designs so learning how to use them early on in useful.

Expand Your Tycoon Game With Multiple Stores

In this lesson we see how to animate our store timer using the Unity 5.0 UI Slider. This visual feedback adds to the game play and should be giving you a great feeling of accomplishment at how the game is starting to shape up this early on.

In this lecture we move away a bit from adding additional features to the game and instead look at some important game design concepts and prepare our game design to allow multiple stores.

In this lecture we use our real game example to see how our objects (the store and the game manager) can communicate and share information with each other. You learn that public methods and public properties are accessible outside your class and inside the Unity editor while private methods and private properties can only be accessed internally.

In this lecture you complete the process of making the tycoon game capable of handling multiple stores. An important take away from the course up to this point is that we are using many of the standard Unity features that are easy to get started with. Your game is up and running and the core engine is in place. Now we can begin adding features and expanding the game design.

At this point in the course you have the foundation for a simple game. In this exercise you are to take what you have learned and built out six stores (or how many you wish) with various costs, timers, and profits on the sale.

Adding Features to Your Tycoon Game

One key feature in these idle Tycoon type games like ADVenture Capitalist is that you unlock managers so you don't have to click on the store over and over. The store timer will automatically restart on its own once you have a manager for a store. While we will wait to implement the user interface for automating the store we will go ahead and add the feature into our store class so we can more easily test our game play.

Up to this point our stores are a fixed cost. In Tycoon games like this it is often desirable to have each new store cost more than the previous store. In this lecture you learn how to integrate a powerful c# math library that lets you create a function for your Tycoon game that allows you to scale up your store costs. More importantly you will learn how to use this library so that you can apply it to your own game designs.

Now that we have improved our store cost calculations, let's show the player the cost of the next store in the buy button. Learn how to dynamically change the button text.

Add visual feedback in which you can change the buy button to be disabled and show different colors when the player doesn't have the money to purchase another store.

While this entire course focuses primarily on using Unity 3D's User Interface and introducing game design patterns we do at least want our stores to have a picture associated with each one of them.

Unity Prefabs allow you to create reusable objects within your Unity scenes. This video begins introducing you to prefabs and how they can be used in the editor. In a later lecture you will learn how to use these prefabs to programatically generate your stores from XML.

For our design we want to hide the stores until they are available. While this design is a bit different than ADVenture Capitalist it is common in many other Tycoon games in this genre.

In this lecture we introduce some overall improvements to gameplay and learn some additional C# scripting along the way.

In this section we work to greatly improve your programming and game development skills by dramatically improving our game design. Essential game development patterns you can apply to many games.

We begin to decouple our stores dependencies with the game manager by introducing the Singleton pattern. A classic design pattern used to implement game managers to they are easily accessible to all of the other systems in your game.

As a beginning programmer it is easy to put together a game like this Tycoon clicker. However when you get into more challenging games with complex designs your beginning skills will make it difficult. This lecture will teach you how to separate out the user interface elements from the game the game manager. While this very simple example only addresses the current balance, the design principal will prepare you for a far more complex Store UI manager in future lectures.

One of the most important game development concepts is the ability to create events the various systems in your game can respond to. Instead of tightly coupled objects that are brittle and require much dependency using the Observer Design Pattern and Delegates and Events our User Interface can update itself when the game manager announces that the current balance has changed. This is a dramatic improvement over the previous design in which our game manager would have to know details about the user interface.

Each store has several UI components and like our game manager it is important to separate out our UI from our game logic. Because the store class has more complexity this lecture certainly will be more challenging to those who started this course as a beginner. For those who are already programmers this re-factoring exercise should prove enlightening and provide you with examples of how you can go about better designing your own games.

Breaking out the store UI from the store game logic required quite a few steps but it should have been very valuable for those who wish to create more complex games. It demonstrates how composition of your objects is important and that you want to avoid from the beginning if possible having your UI tied in tightly with game logic. Most importantly it demonstrates that it is never too late nor never too early to re-factor your design for future growth. Build, test, re-factor, test, build, re-factor, test, build. Always take time to go back and clean up your code and re-factor when you are working on complex game projects.

The design to this point uses up a lot of CPU cycles because the UI is refreshed in the update method of the game objects. In this lecture we make our code more efficient by moving code out of the Update method and using other techniques to update the user interface in the game.

In this exercise you are asked to do some of your own re-factoring by changing variables from public to private.

Until now you have used the Unity Editor to configure your stores. In this section you will learn to load data out of XML making your game easier to configure, update, and to implement user mods.
Introduction to Loading Your Store Configuration Data from XML

In this lecture you learn how to create a simple XML document and load game data out of it so it can be utilized within the game setup.

NEW!!! - This is a new video added to the course that demonstrates how to create a layout grid for your store prefabs.

In this lecture you make a big leap in the game design going from stores that must be created manually in the Unity Editor and instead dynamically create the store prefabs from the data in the XML file. While this is a pretty simple example you can apply this to everything from loading rpg stats, maps, choose your own adventures... and pretty much any game elements. This is also an essential technique to making games in which users can easily make their own mods.

While most of our store data can be set right inside the store class, the store name needs to be updated in the text box at the top of the store interface.

Now that we are creating our store prefabs dynamically we must now load in our store image dynamically as well. Fortunately this short lecture will have you dynamically loading your pictures into the Unity UI in no time.

We still have additional data we need to load into our store from XML. This lecture gets the remaining elements of data we need into our store.

As many other objects in our game depend on the data that we are now loading dynamically, we use an event to notify the game manager that our data is loaded. This extends on what we have learned in previous lectures on using events and demonstrates how events can be used to effectively control the sequence of actions within your game design.

While we've completed loading our store data we now need to add the ability to load our starting balance from the XML file as well.

This exercise asks you to take what you have learned from loading data out of XML and create the ability to load the company name out of XML using similar techniques.

Our Load XML Data method grew quite large as we built out all the features it required. In this exercise you are asked to re-factor the method so it is more modular. Then the remaining part of the lecture is my attempt to re-factor the method. Please feel free to post your solutions to re-factoring this method in the discussion.

Add a UI to Unlock Store Upgrades - Managers to Automate Clicks for the Stores
Create the Layout for Unlocking the Store Manager Upgrades
Programatically Create the Unlock Manager Prefabs
Setting Up Our Simple State Machine
Creating Our Method To Unlock the Store Managers
Learn How to Programatically Add a Listener To Your Button
Finishing Up the Store Manager UI
With a big thanks to all our students we are publishing TEN new lectures that will show you how to add upgrades to your stores. We begin by taking the manager design and modifying it for upgrades.

This lecture introduces you to the new bonus section that will show you how to improve the gameplay of our business sim by providing store upgrades that can be purchased. We begin by looking at the current design and understanding that many of the same mechanics for our manager upgrades will also apply to the store upgrades. This means we can use the same design patterns and techniques we used for unlocking managers for unlocking the upgrades.

We start in the lecture by focusing on the interface mechanisms that will open up the upgrades panel. Because the manager upgrades button, panel and list are so close in functionality we can quickly duplicate them to create a starting point for our upgrades.

Just like our managers, we must have prefabs that will be utilized for our upgrades. Using the manager prefab as a starting point we create a new upgrade prefab and slightly modify the appearance.

Now that we have our prefabs ready to load we need to modify the load game data script so it can create the new upgrade prefabs. Once again we copy the code we used for the manager upgrade and modify it so we can get our prefabs populating in the upgrade list.

To this point in this section we have primarily focused on the interface and the population of the upgrade items in the upgrade panel. Now that we have that functional we can tie it into our store and actually implement the upgrade.

This lecture we are forced to get a bit more creative with how we approach our design due to how the XML is imported. We make good progress at loading in an XML element and using it to create our upgrade prefab but the design breaks down when we have both a cost for the upgrade and a multiplier when the managers design only had the cost. While this lecture could have been edited to avoid a few minutes that were less than productive I have chosen to leave it unedited as I feel it is important for aspiring game developers to see real world game design decisions and learn how they are handled.

In this lecture we begin by looking at the XML we will use to define the store upgrades. This allows us to restructure XML loading methods so they can handle the new upgraded store design. While we still have a major design step ahead of us, this lecture takes us much closer to having our multiple store upgrade design implemented.

We have come a long way without creating the primary class that will represent our storeupgrade. It would have been a completely legitimate development decision to start by making this class first and working backwards towards the interface design. In fact if we were not building off the already functional manager mechanisms we probably would have taken that approach.

When the Upgrade button is clicked it is still wired into calling methods inside of our store class instead of our storeupgrade class. In this lecture we get the core mechanics of our multiple store upgrade in place.

Finalizing the Multiple Store Upgrades
This section covers a massive new upgrade to the Unity Business Tycoon Game. These upgrades include saving your game, an idle game data generator, angel investors, large # desc, and many more features

JULY 2017 - Unity Business Tycoon Upgrade 2.0! Many new features

  • Automatically saves your game
  • Calculates profits while the game is not running (make money when away!)
  • Screen to display profits while you were gone
  • Scroll lists that work
  • unlimited stores
  • Improved performance with threading and coroutines
  • Buy multiplier button for buying multiple stores at a time
  • Optimized buy math and formulas (no loops)
  • Earnings per second
  • Support for big number descriptions up to 300+ power
  • Generate Idle Game Data with procedurally generated stores, managers, and upgrades - INCLUDES CUSTOM INSPECTOR!
  • Load and Save Game Template settings
  • Improved Screen Layout
  • Handle "Angel" investors or "Shareholders" "Transcendence" also known as NewGame+

Design and coding improvements


    • Tons of comments
    • Static methods and properties (ie gamemanager)
    • Constants
    • Loading from XML
    • Loading from CSV
    • Build a custom inspector
    • Better division and integration between game models and UI
    • Improved performance with coroutines instead of using update


  • In this lecture we begin walking through some of the upgrades that have been made to the game manager. Specifically we begin with namespaces and we have included them throughout the project to better encapsulate our scripts and prevent them from conflicting with other modules or code you would bring into the project. Then we look at some basic uses of constants and how they are use much like variables... but cannot be changed at runtime.

    Finally we look at how we can improve our overall design to protect the properties in our classes using setters & getters.

    In this lecture we begin walking through some of the upgrades that have been made to the game manager. Specifically we begin with namespaces and we have included them throughout the project to better encapsulate our scripts and prevent them from conflicting with other modules or code you would bring into the project. Then we look at some basic uses of constants and how they are use much like variables... but cannot be changed at runtime.

    Finally we look at how we can improve our overall design to protect the properties in our classes using setters & getters.

    Resetting our game and understanding static methods and properties

    In this lecture we will review how we used a CSV file to store hundreds of big number descriptions and load it into an arraylist. We then use LINQ to find the correct description for a given value.

    Introduction to the Idle Game Data Generator - Loading From CSV FIles
    Generating Idle Game Data into XML
    Creating a Custom Inspector and Refactoring to eliminate using prefabs
    Using a Custom Inspector to Generate Idle Game Data
    Learn how to refactor the project to use Scriptable Objects
    Introduction to the 2023 Scriptable Object Upgrade
    Creating Scriptable Objects
    Loading Data From Scriptable Objects
    Creating Scriptable Objects Through Script

    Save this course

    Save Build a Idle Clicker Business Sim: Unity C# Game Development to your list so you can find it easily later:
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    Activities

    Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Build a Idle Clicker Business Sim: Unity C# Game Development with these activities:
    Review C# Fundamentals
    Strengthen your understanding of C# basics to better grasp the scripting concepts used in Unity game development.
    Show steps
    • Understand object-oriented programming principles.
    • Review C# syntax and data types.
    • Practice writing simple C# programs.
    Practice Unity UI Design
    Familiarize yourself with Unity's UI system to efficiently create and manage the game's interface elements.
    Show steps
    • Create basic UI elements in Unity.
    • Experiment with different layout components.
    • Implement simple UI interactions.
    Follow Unity Scriptable Object Tutorials
    Deepen your understanding of Scriptable Objects by working through practical tutorials and examples.
    Show steps
    • Find tutorials on Scriptable Objects in Unity.
    • Implement Scriptable Objects in a small project.
    • Experiment with different data structures.
    Four other activities
    Expand to see all activities and additional details
    Show all seven activities
    Review 'Game Programming Patterns'
    Deepen your understanding of game design patterns by studying this comprehensive book.
    Show steps
    • Read chapters related to design patterns covered in the course.
    • Implement the patterns in your own projects.
    • Analyze how the patterns are used in existing games.
    Implement a Basic Save/Load System
    Solidify your understanding of game data persistence by creating a save/load system for your idle clicker game.
    Show steps
    • Choose a save data format (e.g., JSON, XML).
    • Implement functions to save and load game data.
    • Test the save/load system thoroughly.
    Design a Game Data Generator Tool
    Apply your knowledge of custom inspectors and data generation to create a tool that simplifies the creation of game data.
    Show steps
    • Plan the features and interface of the tool.
    • Implement the tool using custom inspectors.
    • Test the tool with different game data scenarios.
    Contribute to a Unity Open Source Project
    Gain experience working with a team and improve your coding skills by contributing to an open-source Unity project.
    Show steps
    • Find a Unity open-source project on GitHub.
    • Read the project's contribution guidelines.
    • Contribute by fixing bugs or adding new features.

    Career center

    Learners who complete Build a Idle Clicker Business Sim: Unity C# Game Development will develop knowledge and skills that may be useful to these careers:
    Game Developer
    A game developer brings games to life, working on everything from core mechanics to user interfaces. As a game developer, one might be crafting engaging idle clicker games or simulation experiences. The course provides a foundation in Unity and C#, using design patterns such as Singleton and Observer. The course teaches you how to create a full featured idle game, complete with full source code. You can use the source code from the course to jumpstart your career as a Game Developer.
    Unity Developer
    A Unity developer works specifically within the Unity engine to create interactive experiences, often in the realm of gaming. A Unity developer might focus on implementing game mechanics, designing user interfaces, and optimizing performance. The course centers around building an idle business tycoon game using Unity and C#. The course leverages Unity's UI tools and explores essential C# concepts. These lessons can greatly help someone seeking to become a Unity Developer build an understanding of the Unity game engine.
    C# Developer
    A C# developer specializes in coding with the C# language, often in the context of game development with Unity, or broader software applications. As a C# developer, coding game logic, implementing algorithms, and managing data structures is a key aspect of the role. The course provides practical experience in C# programming. The course starts with simple C# that even a beginner can understand, and ends up with a full feature idle game. Taking this course can prove extremely useful for someone pursuing the career of C# developer.
    Indie Game Developer
    An indie game developer works independently or as part of a small team to create and publish games. An indie game developer might handle all aspects of game development, from design and programming to art and marketing. The course empowers you to customize the game and create your very own idle game. The course starts at the beginning but ramps up quickly to teach you important game design patterns that you must know to write professional games which can be a big boon to an indie game developer.
    UI Programmer
    A user interface programmer specializes in creating interactive and visually appealing user interfaces for games and applications. User interface programmers may also engage with implementing user feedback and ensuring intuitive navigation. The course makes use of the tools in Unity to create the interface. The final project allows you to customize the game as you please and create your very own idle game. The knowledge gained from this course will be invaluable for a prospective user interface programmer.
    Gameplay Programmer
    A gameplay programmer focuses on implementing the interactive elements of a game, such as player controls, enemy AI, and game mechanics. A gameplay programmer will also collaborate with designers to bring their visions to life through code. The course is designed to teach critical game development concepts and design patterns popularized by the Gang of Four. With the knowledge learned from the course a gameplay programmer may be able to take their skills to the next level.
    Software Developer
    A software developer designs, creates, and debugs software. A software developer can work in video games or any other industry needing software. You will learn how to create an Idle Business Tycoon Game from the ground up that is similar to games such as ADventure Captialist, Web Tycoon, and Cookie Clicker. By the end of the course you will be able to customize the game as you please and create your very own idle game. Therefore this course helps prepare one for a career in software development.
    Software Engineer
    A software engineer designs, develops, and tests software applications. Software engineers often work on a variety of projects, from web applications to mobile apps to desktop software. The course focuses on core Game Design and Programming Principals. It makes use of the tools in Unity to create the Interface and Artwork is all from Creative Commons. Therefore becoming a software engineer with C# and Unity might be facilitated by this course.
    Computer Programmer
    A computer programmer writes code that tells a computer how to operate. A computer programmer translates the designs of software developers and engineers into instructions that a computer can execute. In this course you will learn how to create an Idle Business Tycoon Game from the ground up. This may prove beneficial for a computer programmer or someone hoping to become one.
    Tools Programmer
    A tools programmer develops software and scripts to aid in the game development process, improving efficiency and workflow for other team members. Scriptable objects are used to store data. The course includes an exclusive idle game data generator. This knowledge and experience may greatly benefit a Tools Programmer.
    Application Developer
    An application developer builds software applications for computers and other devices. An application developer can work on all kinds of applications for customers of all backgrounds. The course centers around building an idle business tycoon game using Unity and C#. You will learn to implement math functions to calculate your next store cost. This can be carried over to application development and might prove beneficial for a prospective application developer.
    Mobile Game Developer
    A mobile game developer specializes in creating games for mobile devices, optimizing for performance and user experience on platforms like iOS and Android. A mobile game developer is responsible for developing engaging mobile games. The course utilizes Unity, a cross platform game engine, making it ideal for mobile game development. By the end of the course you will be able to customize the game as you please and create your very own idle game, which means the course may be useful for a Mobile Game Developer.
    Game Designer
    A game designer conceptualizes and designs the gameplay, rules, and overall experience of a game. The game designer role involves prototyping mechanics, balancing game systems, and creating engaging player progression. The course focuses on core game design and programming principles, borrowing from many of the idle business tycoon type games such as AdVenture Capitalist, Cookie Clicker, and others. Therefore, the course may be useful for someone looking to become a game designer.
    Simulation Developer
    A simulation developer creates software that models real world systems. Their tasks involve designing algorithms, implementing physics, and creating realistic environments. The course may be helpful for some simulation developers, given its focus is on building an Idle Clicker Business Simulation. This simulation uses Unity C# Game Development. This experience will be a great addition to a simulation developer's portfolio.
    Full-Stack Developer
    A full stack developer works on both the front end and back end of applications. Full stack developers must remain versatile and fluent in multiple languages and frameworks. At the end of the course you will be able to customize the game as you please and create your very own idle game. This can be carried over to application development and might prove to be a useful experience for a prospective full stack developer.

    Reading list

    We've selected one books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Build a Idle Clicker Business Sim: Unity C# Game Development.
    Provides a comprehensive overview of common design patterns used in game development. It covers patterns such as Singleton, Observer, and State Machine, which are directly applicable to the course content. Reading this book will help you understand the underlying principles behind the design patterns used in the idle clicker game. It valuable resource for improving your game development skills.

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