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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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