Are you interested in creating your own computer game from scratch, including the art assets? Whether you’re a programmer or artist, this comprehensive course teaches both the coding and art aspects of game development. Over 20 hours of hands-on content dive into game mechanics, C# coding with Unity, and 3D art asset creation with Blender to create a Tower Defence game level.
Part A covers programming and working with features such as pathfinding, character animation, user interface development, economy systems, special effects, and automated enemy-sensing towers. Part B covers designing and working with Blender, modular 3D art assets for game level design, and procedurally generated textures. You’ll also learn how to create a multipart game character with sub-meshes that can be independently controlled with code in
01 – Introduction
001 – Introduction
002 – Join the H003D Social Community
004 – Tower Defence Game Mechanics
02 – Part A02 Building A Tower Defence World
005 – A Quick Introduction to Navigation Meshes
006 – Creating a Navmesh Agent
007 – Spawning Agents
008 – Timing and Limits
03 – Part A03 Developing Tower Placement Mechanics
009 – Programming Turret Drop Functionality
010 – Programming Turret Drag Functionality
011 – Controlling Turret Placement
012 – Tweaking for Turret Models
04 – Part A04 Creating a User Interface
013 – Adding Buttons to Select Turret Type
014 – Instantiating a Turret from a Button
015 – Developing a Turret Upgrade Menu
016 – Activating and Closing the Upgrade Menu
017 – Challenge Add a new type of turret
05 – Part A05 Tower Defence Artificial Intelligences
018 – Aiming at the Enemies
019 – Tower Horizontal Targeting
020 – Tower Vertical Targeting
021 – Resetting Turrets to Original Positions
06 – Part A06 Building Destructible Enemies
022 – Using Scriptable Objects to Hold Enemy Data
023 – Displaying a Healthbar
024 – Reducing Enemy Health
025 – Improving Shooting Accuracy
07 – Part A07 Customising with Scriptable Objects
026 – Customising Turret Properties
027 – Programming with Turret Properties
028 – Defining Individual Turret Types
029 – Defining Individual Creep Types
030 – Manually Working with Colliders
08 – Part A08 Sounds and Visual Effects
031 – Building the Environment
032 – Placing Platforms
033 – Finessing Shooting Sounds
034 – Particle System Flames
035 – Switching Particle Systems on and off
036 – Adding Shooting Effects for TwoGun Towers
037 – Enemy Death Explosions Part 001
038 – Enemy Death Explosions Part 002
039 – Enemy Death Explosions Part 003
09 – Part A09 Tower Defence Game Mechanics
040 – Waves Part 001
041 – Waves Part 002
042 – UI Layout for Game Information
043 – Displaying Wave Counts
044 – Making Money
045 – Counting Lives
046 – Changing the Game Timescale
047 – Spending Money on Towers
048 – Upgrading and Removing Towers
049 – Game Over
10 – Part 2 B02 Orentation
050 – Project Overview
051 – Reference Material
052 – Our Workflow
053 – Multiple Approaches
054 – Are You Stuck
055 – Share Your Work
056 – Course Resources
057 – Help I Have Made a Complete Mess
11 – Part B03 New To Blender Start Here
058 – Recommended Preferences
059 – Editors and Workspaces
060 – Context Matters
061 – The 003D Viewport
062 – Walk Mode
063 – 003D Editor Modes
064 – Blender Is Shortcut Heavy
065 – F003 to Search
066 – Adding Objects
067 – Transforming Objects
068 – Origins 003D Cursor
069 – Snapping
070 – Duplication
071 – Units and Entering Values
072 – Editing Mesh Data
073 – Objects VS Object Data
074 – Extruding
075 – Naming
076 – Selecting Loops
077 – Fills and Insets
078 – Separate and Join
079 – Parenting
080 – Collections
081 – Bevels
082 – Mirroring
083 – Adding More Details
084 – Linked Data
085 – Viewport Shading
086 – What is a Material
087 – Material Properties
088 – Shading Workspace Overview
089 – Adding Material Slots
090 – See What the Camera Sees
091 – Render Engines
092 – Adding Lights To A Scene
093 – Configuring Render Settings
12 – Part 2 B04 Establishing Our Pipeline
094 – Section Introduction
095 – Origins Are Important
096 – Applying Transforms
097 – Grid Snapping
098 – Block Model The Environment
099 – Local View Hiding
100 – Using Collections
101 – Block Modelling A Turret
102 – ReLinking Duplicates
103 – Adding Materials
104 – Unity Opening blend Files
105 – FBX Exporting
106 – Mistakes Happen
13 – Part 2 B05 Modular Models
107 – What is Modular
108 – Symmetrise And Mirrors
109 – Mirror Tools Addon
110 – What Parts and Parenting
111 – Exporting Parented Objects 1
112 – Exporting Parented Objects 2
113 – Making a Standard Base
114 – Making a Standard Core
115 – Joining Objects
116 – Snapping and Pivot Points
117 – Scaling Positions
118 – Duplicates Vs Circular Array
119 – A Simple Driver
120 – Finishing The Basic Gatling
121 – Lets Export and Test
122 – Bevelling Vertices
123 – Face Intersect
124 – The Boolean Modifier
125 – Finishing the Rocket Launcher
126 – Common Things To Miss
127 – Making The Flamer Thrower
128 – Using Curves for Pipes
129 – Adding Details
130 – Adding Detail Components
131 – Testing The Final Model
14 – Part 2 B06 Procedural Materials
132 – Why Procedural Materials
133 – Shading Workspace Overview
134 – New Workspace Layout
135 – Setup Our Render Pipeline
136 – Nodes Sockets and Noodles
137 – Playing With Masks
138 – Creating a Basic Edge Mask
139 – Creating A Group Node
140 – Adding Detail to the Edge Mask
141 – Testing Our Detailed Mask
142 – The Ambient Occlusion Node
143 – Using Textures
144 – The Bump Node
145 – Using Our Procedural Textures
146 – Add Materials To All Turrets
15 – PArt 2 B07 Getting Game Ready and Export
147 – Creating a New Image Texture
148 – Smart UV Unwrapping
149 – Multiple Object Unwrap
150 – Baking Settings
151 – Render Passes Baking the Base Colour
152 – Baking the Normal Map
153 – Baking Ambient Occlusion
154 – Baking a Metallic Map
155 – Compositing a Metal Smoothness Texture
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