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Courses

Apr. 2024 Unity C# Editor Scripting Masterclass Udemy Mar. 2024 Unity Editor Scripting - Beginner to Expert Udemy Jan. 2024 Unity Stat System Udemy Dec. 2023 Unity Mobile Game - Create an Addictive Idle Carrot Clicker Udemy Dec. 2023 Extending the Unity Editor with Custom Tools - Crash Course Udemy Aug. 2023 Unity Turn Based Strategy: Intermediate C# Coding GameDev.TV Jun. 2023 Unreal Engine 5 C++: Create Custom Editor Tools Udemy Jul. 2022 Unity For Software Developers Udemy Jun. 2022 Unity UI Toolkit Udemy May. 2022 Unreal Engine 5 - Environment Design Udemy Apr. 2022 Unreal Engine 5 Blueprints - First Person Shooter (FPS) ...

Fallout’s V.A.T.S. in Unity 6

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With the Fallout TV show out, I decided to recreate a mechanic from one of my favorite games in Unity 6 in a week. It may be flawed, but this is the result!

Unity VR Archery Demo

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VR Demo in Unity based on the following video tutorials: https://www.youtube.com/watch?v=j1jLkra5DRU&list=PLcRSafycjWFf8ayYlaVYRFbVnoIcgVY3N Assets Used: https://assetstore.unity.com/packages/vfx/particles/spells/archer-effects-pack-1-124474 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/fire-smoke-dynamic-nature-217775 https://assetstore.unity.com/packages/3d/props/shooting-targets-assets-3d-pack-14954

Unreal Engine 5 FPS Demo

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  Gameplay demo based on the GameDev.TV UE5 Bluprints Course. Made in Unreal Engine 5 (Preview 2) using a mixture of course assets and some from the Unreal Marketplace. This is intended to be a demo and not a finalized game. Course: https://www.gamedev.tv/p/unreal-engine-5-blueprints/

Looking Glass Demo (Prey 2016)

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With Deathloop releasing last week, I wanted to give myself another week-long challenge for a demo. My immediate thought was as part of the opening level to Prey (2016), where (spoilers if you still need to play the game) Morgan Yu has to smash the looking glass to escape from the apartment/experiment. So, I wanted to see how well I could recreate that moment in Unity. Initially, I broke down this moment into three large chunks to cover: Recreating the looking-glass effect. Creating the glass smashing. Having the lab environment appear. These three points I wanted to cover were my starting point for this project. The first step of my project was scouring through the Unity Asset store and finding the various assets that would fit the environment. I had seen a modular apartment asset pack, which I first imported, and, using a reference photo, I tried to replicate the apartment as closely as possible in-game. From there, I found more models and assets for the city, the wrench, and a modul...

GameDev.TV RPG Courses

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  Over the last year and a half, I have been working through the following series of courses. These courses are designed to add to each class, with the end product being a workable RPG demo. Each course covered the following: RPG Core Combat Creator: Learn Intermediate Unity C# Coding Created core combat mechanics for melee, ranged, and special attacks, such as: Create pathfinding systems and patrol paths for enemies and NPCs. Make a detailed level with terrain, enemies, triggers, lighting, particles, and props. Balance the player and enemy stats (e.g., health, damage, movement, attack speed). RPG Inventory Systems Asset Pack: Behind The Scenes The click-to-pickup and the runover-to-pickup systems The dropping system The tooltip overlay system The stackable item system The equipping system The saving and loading system Unity Dialogue & Quests: Intermediate C# Game Coding A node-based dialogue editor window A ScriptableObject-based dialogue asset An in-game dialogue UI Dialogue ...

2021 GameDev.TV Game Jam

  Recently, the 2021 GameDev.TV Game Jam was held, with the theme this year being " All that glistens is not gold. " The jam took place over 14 days, with the only stipulation being that all assets must be free and that source code must be made available so that other participants can learn from the games of others. As a solo dev, I wanted to make a simple game that helped to use and reinforce the jam's theme, ultimately revolving around a single mechanic. I initially thought about a mechanic to build a game around that would involve obtaining valuables to backfire on the player. Remembering that gold has some substantial weight, I decided that the mechanic would be that the gold obtained would weigh the player down and cause the player to get slower. Naturally, the setting that fits perfectly with this mechanic is that of a pirate ship. I went online to  Kenney Assets  to see whether or not any assets would fit this theme, and luckily enough, there were two different pir...