In this video, we introduce the series and show off what we will be building!
We begin with setting up our Unity project and showing how we can import the project into source control, using GIT.
We will create our basic Unity scene for our game - including showing how to use a the free tool Spacescape to generate a skybox for our game.
For the first part of our player controller, we will assemble our player gameobject in Unity.
Next up, we will create the behavior that controls the player position, rotation, and the orientation of the camera.
Finally, we wrap up our player controller with a basic HUD that displays our health and current speed.
In this video, we stub out our weapons scripts as well as assemble the different gameobjects inside of Unity.
Next up, we write out the logic that will control our new weapon system - allowing the player to shoot projectiles in the direction of where the mouse cursor is placed.
In this video, we create our asteroid field - which allows for a seemingly endless amount of asteroids that will remain within the view of the player at all times.
We finish up our asteroid implementation, by allowing the player to destroy them with his weapons and making it so that the player will receive damage when he collides with one.
In this video, we show the implementation of a reusable script that makes a targeting square appear on the player's HUD over certain objects. In addition, an offscreen indicator will be displayed if the target is not currently visible - indicating to the player where he needs to orient himself to see it.
Next up, we create our waypoint system. This includes the waypoints themselves, which can be chained together in the Unity editor, as well as a waypoint manager that controls their behavior.
This video goes over the creation of our level and game managers. These classes are responsible for keeping track of a player throughout the duration of the game - awarding points, and determining if the player has lost or not.
In this video, we create our start, end, and high score, screens.
This video goes over our implementation of a high score system - allowing the user to record their score, have it be displayed on the high score screen, as well as persisting the scores to the local computer.
In this video, we create a few particle effects - such as the projectiles, the player's engines, and explosions.
Next up, we add sounds into our game. We provide sounds for the player projectiles, engines and asteroid explosions.
In this video, we show a technique that can be used to create GUI's out of images that designed within Photoshop. The GUI will also properly stretch itself based off of the resolution of the game window.
The conclusion of Practical Game Development in Unity 4: Level 2.1.