Unity Mobile Game Development: Game State
Pluralsight
Course Summary
In this Unity tutorial, we'll learn how to code a game's state or logic to keep track of things like timers, kills, and rounds. Software required: Unity 3.4.
-
+
Course Description
In this Unity tutorial, we'll learn how to code a game's state or logic to keep track of things like timers, kills, and rounds. Through these lessons, we'll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our own game's needs. Software required: Unity 3.4.
-
+
Course Syllabus
Introduction and Project Overview- 1m 6s
—Introduction and Project Overview 1m 6sUnity Mobile Game Development: Game State- 1h 56m
—Examining Our Start Scene and the Scripts That Are Included 2m 37s
—Consulting Our Game Design Document to Begin Our Script 5m 15s
—Coding Our Timer and Counting Down in the Update Function 7m 4s
—Using Get Functions to Let Other Scripts Access Our Variables 7m 51s
—Connecting Our Render Overlay Script Component 6m 57s
—Adding Update Logic to Turn the Overlay on and Off 4m 13s
—Beginning the Won Round Function 8m 1s
—Using Yield to Pause Our Script Execution for a Second 6m 43s
—Listening for Pausing and Adding Pause Functionality 7m 49s
—Coding Our Enemykilled Function with Data Checking 9m 4s
—Creating a Function to Save All of Our Stats After a Round 7m 36s
—Coding a Gameover Function to Load Another Level 10m 37s
—Creating a Reset Function to Start at Round One 9m 6s
—Moving the Player to a Random Location 9m 16s
—Randomly Placing the Player in the Level Based on Waypoints 8m 4s
—Cleaning up the Wonround and Adding a Random Spawn Toggle 6m 16s