Creatures & Characters
GDD 200
Lectures by Topic
+ Matt’s Notes
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Editing App for Windows Visual Code Replacer (optional)
Cyberduck File Transfer App*
Instructions Cyberduck Setup *
HTML Site Site Template
to access your own site
https://mywebspace.quinnipiac.edu/USERNAME/200
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Intro to Code and Datatypes <<Whiteboard Lecture>>
First C# Script Moving a Cube <<Demo>>
Physics and Inputs <<Demo>>
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Intro To Physics, Collision, Motion, and Dealing with Materials (as well as Asset Imports) <<Pinball Plinko Shiba Inu Demo>>
Unity Events <<Rolling into DeathZone Demo>>
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Moving a Character & Unity Inputs <<Platform Basics Demo>>
Enemy AI and AutoNav Behaviors <<Chased/Chasing Goobrat/Shiball Demo>>
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Death & Reset Triggers <<Goombrat/FallZone Reset Demo>>
Generating Objects and Instantiating Enemies at Runtime <<Goombrat Bullet Hell Demo>>
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The Game Managers <<Intro Lecture/Demo>>
Scene Management <<Intro/Game/End Scene Views>>
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Art Asset Integration <<Using a New Manager Set, Replacing Art Assets>>
Dynamic Animation Controls <<Using Custom Animations in Unity>>
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Quicksaves, Quickloads, and Respawn Checkpoints <<Sonic Green Hill Zone Checkpoints>>
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Asset Integration, Cinemachine Samples, Intro to Boss Battles <<BootSpider Demo>>
Coding a Boss & Battle Mechanics, Attack Classes, Constructors <<Bootsplosions Demo>>
Boss Battles Cont. Part II <<Dragon Battle Demo>>
Visual Scripting for Alternate Workflows <<Finn JumpEffect / Dragon Novas>>
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Beyond this is future work
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Additional information and topics below
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Enemy Basics and Following <<Chased by Enemies + Submission Guidelines>>
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<<Bouncy Evil Ducks Demo>>
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Cameras and Characters <<Cinemachine & Input Manager>>
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Working with Art Assets and Animations<<Cinemachine & Input Manager>>
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2D and 2.5 D for Gameplay <<Watermelon Bouncing Demo>>
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Audio in Gameplay <<Boink Sounds and MusicBox Music>>
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Game Management & Distributed Systems
Timelines, Custom Animations, & Playable Assets <<Day Night Cycle Demo>>
Code Interplay Review <<How to Add a Potion to Unity>>
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