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Index
Title Page
Copyright and Credits
Building an RPG with Unity 2018 Second Edition
Dedication
Packt Upsell
Why subscribe?
PacktPub.com
Contributors
About the author
About the reviewers
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
What is an RPG?
A brief history of the genre
Characteristics of an RPG
Story and setting
A glimpse of a cRPG story
Exploration and quests
A glimpse at our exploration and quests
Inventory system
Character attributes and actions
Experience and leveling
Combat system
User interaction and graphics
Existing or upcoming RPG games
MU Legend
Titan Siege
Citadel: Forged with Fire
Cyberpunk 2077
Patterns in RPG
Terminology
Contest tree
Last Man Standing
Negotiated Contest
Summary
Planning the Game
Building our RPG
The story of the Zazar dynasty
Backstory
Exploration and quests
Awakening
The village
Broken forest – the horizon
The kingdom
Asset inventory
Environment assets
Medieval Environment Pack
Terrain Toolkit 2017
Nature Starter Kit 2
Character assets
Barbarians
Orcs
Villagers
Free Assets
Level design
Setting the stage
Terrain toolkit in a nutshell
The Awakening
Using the terrain model
Using a custom toolkit
Skybox
Testing the level
Creating the main menu
Creating the GameMaster script
Summary
RPG Character Design
Character definitions
Character assets
Base character class attributes
Character states     
Character model
Default character models
Barbarian
Villager
Orc
Let's get started
Rigging your model
Character motion
Animator Controller
Animation states
Character controller
Modification to animations
Inverse Kinematics
Setting the animation curve
Summary
The Game Mechanics
Customizing the player character
Customizable parts
User interface
The code for character customization
Preserving our character state
Recap
Non-player characters
Non-player character basics
Setting up the non-player character
NPC Animator Controller
NPC Attack
NPC AI
PC and NPC interaction
Summary
GameMaster and Game Mechanics
GameMaster
Managing game settings and audio
Managing scenes
Improving GameMaster
Level controller
Audio controller
Player data management
PC class enhancements
Character customization class update
Changes to the game level controller
Testing
Summary
Inventory System
Designing an inventory system
Weighted inventory
Determining item types
Creating an inventory item
Creating the prefab
Adding an inventory item agent
Inventory items defined as prefabs
Designing an inventory interface
Creating the inventory UI framework
Designing a dynamic item viewer
Adding a scroll view
Adding elements to PanelItem and Scroll View
Adding txtItemElement dynamically
Building the final inventory item UI
Integrating the UI with the actual inventory system
Hooking the category buttons and displaying the data
Testing the inventory system
Inventory items and the player character
Applying inventory items
How it looks
Summary
User Interface and System Feedback
Designing a heads-up display
HUD basics
Our design
HUD framework
Completing our HUD design
Character info panel
Active inventory items panel
Special items panel
Integrating the code
Enemy stats in the HUD
NPC stats user interface
Creating the NPC canvas
NPC taking a hit
Enhancing the code
Summary
Multiplayer Setup
Challenges of a multiplayer game
Initial multiplayer game
Fundamental networking components
My tank networking project
Adding a player character
Variable synchronization
Network callbacks
Sending commands
Client RPC calls
Creating the cannonball for the tank
Creating the tank prefab and configuring the network lobby manager
Adding the enemy tank
Building and testing
Network-enabling RPG characters
Creating a scene for our RPG
Networked player character
Networked non-player character
Synchronizing player customization and items
Spawning NPCs and other items
Testing our network-enabled PC and NPC
What's next?
Summary
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