Book Image

Building an RPG with Unity 2018 - Second Edition

By : Vahé Karamian
Book Image

Building an RPG with Unity 2018 - Second Edition

By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Packt Upsell


In this chapter, we have established a good sense of the RPG. We have defined our levels and the settings for each level, and defined clear objectives for each level and the outcome for each level. We also took the first level, called Awakening, and created the environment. We looked at how to use our assets and the Asset Store to incorporate 3D models in our scene. We also looked at how to plan the layout of the level. We introduced a third-person character controller into the scene to help us visualize how the level looks from the player's perspective and help us fine-tune it as needed.

Here is a list of the assets that were used for the design of this level:

  • For the terrain, I used the Terrain Toolkit 2017 asset
  • For the models within the level, I used the Medieval Environment Pack asset

By the end of the chapter, we also developed our Main Menu scene and our initial GameMaster script that will be used to glue the core of the game together. In the next chapter, we will start creating...