Digital Tutors - 2D Racing Game Series in Unity Volume 3,4,5 | Size: 2.79 GB
Genre : elearning
In volume 3 of the 2D Racing Game Series in Unity we’ll be working on creating the core gameplay functionality for the power ups.
We’ll get started by creating boundaries for the level to keep the player from leaving the game area. Then we’ll begin scripting the functionality of our powerups. We’ll learn how to properly assemble these prefabs and how to instantiate them when the player presses a specific button.
Then we’ll begin working on the projectile functionality where it will fly through space and destroy itself when it collides with any object or when it’s lifespan is exceeded. After that, we’ll take what we’ve learned and apply it to the trap and boost functionality. Once the powerups have been assembled, we’ll learn how to make each one affect the player in their own way.
In this volume of the 2D Racing Game Series in Unity we will continue building up the core game systems like the powerups and the enemy behavior.
We’ll get started by cleaning up any issues we have with our powerups. Here we will create the exact behavior of each powerup and keep each one balanced during gameplay. After that, we’ll learn how to keep the player on the track by allowing the player to drive full speed while on the track but at half speed while in the grass.
Once we have these systems finished, we need to give the player some feedback on what powerup is currently equipped. We’ll also learn how to display the speed and current lap. When all of that is finished, we’ll jump into learning how to create AI for our game.
We’ll first learn how to create waypoints for the enemy to follow and then we’ll learn how to physically move the enemy using the waypoint system. Then we’ll learn how to set up the 2d animations for the enemy car. Then we’ll wrap up the course by creating the game state which will control when the race starts and when it ends.
We'll start out by learning how to set up a main menu. Here we'll learn about how to display an image for our background and how to create the buttons needed to load our level or quit the game. From there, we'll discuss how to reduce memory usage by learning about the information displayed in the Stats window.
Then we'll open the profiler and discuss how it can help us see any areas in our game that may be taking up too much memory. Here we'll also discuss some possible solutions, like consolidating scripts, that will reduce our memory usage. After that, we'll create a material manager script that will help us reduce the number of materials we have in our project, thus reducing the GPU usage.
Then we'll wrap us the series by learning how to build our final version of the game. We'll discuss what options need to be set up in order to create a stand-alone version of your game that can then be distributed to your desired platform.
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