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

Inventory items and the player character

Now that we have seen how to create the inventory system, we need to be able to utilize it during game play to apply changes to our player character. In this section, we will examine how to do just that!

Here are some of the new features we need to work on:

  • Applying a selected inventory item to the player character
  • Performing accounting on both the player character and the inventory system
  • Updating the game state accordingly


Applying inventory items

We need to make some design decisions on how we are going to handle applying the inventory items to the player character, and in turn how the system will handle the event. For instance, let's assume the player character has acquired several weapons; let's say Weapons A, B, and C.

Let's also assume that initially, the player does not have any active weapons. Now, the player selects to activate Weapon A. For this scenario, we would just use the inventory item data and activate Weapon A for the player, taking into...