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
Dedication
Packt Upsell
Contributors
Preface
Index

Summary


We covered a lot of content in this chapter. We discussed the different character definitions we will be using for our game, looked at the base character class attributes that will be shared by all of our characters, and created the BaseCharacter class to be used later in the game. We also discussed the primary states our character will have in the game, and how to implement them using the Animator Controller.

We looked at how to rig our character model to be prepared for the Mecanim system, as well as how to use the Mecanim system to create animation and state diagrams that will determine how the character behaves during game play. Then we implemented our initial character controller script that handles the state of our character. This gave us the opportunity to look at the Blend Trees and transition from one state to the next using parameters. We then looked at how to modify animation clips if there is a need for it.

Finally, we learned about Inverse Kinematics, which will help our...