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

Non-player characters

Until now, we have concentrated on the player character. In this section, we will start thinking about our non-player characters. Let's start with our Barbarians. We can use our Character Customization scene to quickly create a few prefabs that will represent our unique Barbarians.


Using the tool we have just developed, you can make your adjustments, and when satisfied with your model, drag and drop the GameObject representing your character player into the Prefabs folder. This will create a copy of the instance of the GameObject as you see it and save it into a prefab. The following screenshot demonstrates the two characters I have created and stored as a prefab:

Creating unique characters using the tool

What I have shown you, if done properly, could save you hours of tedious work to manually go down the model structure and individually enable and disable the different meshes. In other words, we not only create a scene that allows us to customize the in-game player character...