Unity RPG Dialogue & Quests: Intermediate C# Game Coding
Using Unity 2020.1, we’ll show you how to include two essential game mechanics, dialogue and quests, in your games. This highly acclaimed series was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a prerequisite.
You can use the dialogue and quest systems together or independently in any game or project you build. We’ll be using an RPG as an example. You don't need to have completed the previous parts of the RPG Series (the RPG Core Combat and Inventory Systems courses) but it will give you an advantage if you already have.
We’ll provide the RPG project created so far in the series so that you can practice integrating to an existing complex project. Every element of the project we touch will be fully explained and no knowledge of the project will be required.
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What you'll learn in this course:
- How to create custom editors in Unity.
- How to build UI using Unity AutoLayout.
- How to create a flexible Dialogue System for any game.
- How to create a modular Quest System for any game.
- How to provide Undo functionality in a Unity Editor.
- How to create a node based editor in Unity.
- How to implement enemy agro for a groups.
- How to integrate a Quest system with Dialogue.
- How to provide Quest rewards through an Inventory system.
- How to make Dialogue conditional on gameplay events.
Watch Online Unity RPG Dialogue & Quests: Intermediate C# Game Coding
# | Title | Duration |
---|---|---|
1 | Introduction: Battle Plan | 02:38 |
2 | Architectural Overview: Recap | 06:53 |
3 | Project Setup | 03:11 |
4 | Scriptable Object Primer | 12:44 |
5 | Dialogue Scriptable Objects | 12:46 |
6 | Showing A Custom Editor | 13:18 |
7 | Opening An Asset Callback | 10:21 |
8 | Drawing OnGUI | 12:37 |
9 | Callback Mechanisms(14:17 ) | 14:18 |
10 | Adding A Default Node ) | 10:42 |
11 | Editing Dynamic Data | 10:49 |
12 | Implementing Undo | 07:10 |
13 | Styling Nodes | 13:47 |
14 | Dragging Nodes Part 1 | 10:03 |
15 | Dragging Nodes Part 2 | 12:39 |
16 | IEnumerables Primer | 09:12 |
17 | Dictionaries For Lookups | 19:38 |
18 | Drawing Bezier Curves | 13:40 |
19 | Adding Nodes | 14:08 |
20 | Deleting Nodes | 06:53 |
21 | Linking Nodes | 08:25 |
22 | Scroll Views | 12:19 |
23 | Drag To Scroll | 06:26 |
24 | Canvas Background | 09:00 |
25 | Dialogue Node Scriptable Objects | 13:36 |
26 | Asset Database | 12:12 |
27 | Setters, Getters and Undo | 22:18 |
28 | Sub Asset SetDirty Bug | 03:37 |
29 | Alternating Speakers | 10:22 |
30 | Unity UI Basics | 16:13 |
31 | Autolayout Groups | 11:33 |
32 | Flexible and Minimum Height | 10:48 |
33 | Nesting Layout Groups | 15:39 |
34 | Layout Controllers | 07:03 |
35 | Atomic Design | 10:41 |
36 | Mockup To Auto Layout | 14:56 |
37 | Styling UI | 08:52 |
38 | Dialogue Architecture | 13:32 |
39 | Nested ScriptableObject Rename Bug | 15:34 |
40 | Choosing A Random Response | 17:50 |
41 | Choice UI | 08:30 |
42 | Building A Choice List | 08:36 |
43 | Choosing State | 12:30 |
44 | Choosing A Node | 08:06 |
45 | Starting A Dialogue | 14:19 |
46 | Quitting A Dialogue | 04:51 |
47 | IRaycastable Dialogue | 12:07 |
48 | Triggering Dialogue Actions | 12:13 |
49 | Dialogue Trigger Components | 11:45 |
50 | Enemy Aggro Groups | 08:49 |
51 | Conversant Names | 05:20 |
52 | Quest List UI Outline | 14:41 |
53 | Quest Tooltip Outline | 07:56 |
54 | Tooltip Spawning & Show Hide | 07:21 |
55 | Quest Scriptable Object | 13:26 |
56 | Tooltip Quest Objectives | 09:53 |
57 | Displaying Quest Progress | 13:54 |
58 | Giving A Quest | 12:16 |
59 | Quest Completion | 12:49 |
60 | Saveable Quest Progress | 15:28 |
61 | Rewards & Objective Descriptions | 09:39 |
62 | Reward Giving & UI | 17:58 |
63 | Gameplay Conditions In Dialogue | 18:53 |
64 | Bug Fix & More Predicates | 11:35 |
65 | Complex Conditions | 17:18 |
66 | Wrap Up & Challenges | 05:43 |