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Building an RPG with Unity 2018

Building an RPG with Unity 2018

By : Vahé Karamian
3.8 (9)
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Building an RPG with Unity 2018

Building an RPG with Unity 2018

3.8 (9)
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)
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Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Summary


There is a lot covered in this chapter. The core of the chapter was to create a usable inventory system. We began the chapter by discussing weighted inventories, and gave a brief overview of the concept. We then determined the item types we are going to be using for our game.

We created the scripts BaseItem.cs, InventoryItem.cs, and InventorySystem.cs. These scripts were then utilized as a starting point to design and develop our inventory. We then updated the GameMaster.cs script, to test the basics of the newly created scripts and be able to view the data within the Unity IDE by serializing the attributes. We did this by instantiating an InventoryItem and inserting it into the InventorySystem, and validated the operation visually through the IDE.

The next step was to actually create the inventory item prefabs. This section covered how to navigate and find your customizable inventory items if your model included everything on the actual fbx model, how to extract it from the model...

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