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

Character states     

States are an important part of the character design. They will also drive the kind of actions and movement you will need to create for each state. For instance, at a minimum our character will need to have the following states implemented:

  • Idle
  • Walking
  • Running
  • Jumping
  • Attacking
  • Die

You character may have more states defined; this is something that you, as the designer of the game, will need to identify and eventually implement. Each one of the states identified will need to be implemented as an animation. The person creating the character models will usually also develop the animations for the character.

For instance, the Orc model has the following states/animations defined:

You may consider implementing all of the states or some of the states. The theory and practice are the same either way.

I can also use RawMocap data to animate the models, since the models I am using are Mecanim-ready, including Face Rigs. In fact, we will use some RawMocap data to animate the models.