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

Enhancing the code

One last code implementation I would like to make before I close out the chapter, is to make sure that when we are in attack mode for the player character, the hit points will affect the NPC that it is intended for automatically. In other words, determine which NPC is closest to us based on our distance and view angle toward the NPC.

We have already created the logic to determine these quantities for the NPC character. We now need to implement something similar for the player character. Let's take a look at a partial listing of the code changes we need to make for the BarbarianCharacterMovement.cs script:

using UnityEngine;
namespace com.noorcon.rpg2e
public class BarbarianCharacterController : MonoBehaviour
public Animator animator;
public float directionDampTime;
public float speed = 6.0f;
public float h = 0.0f;
public float v = 0.0f;
bool attack = false;
bool punch = false;
bool run = false;
bool jump = false;
public bool die = false;
bool dead ...