Description
Course info
Level
Intermediate
Updated
Sep 23, 2013
Duration
3h 10m
Description

In this course, we will continue building up the core game systems like the powerups and the enemy behavior. We'll get started by cleaning up any issues we have with our powerups. Here we will create the exact behavior of each powerup and keep each one balanced during gameplay. After that, we'll learn how to keep the player on the track by allowing the player to drive full speed while on the track but at half speed while in the grass. Once we have these systems finished, we need to give the player some feedback on what powerup is currently equipped. We'll also learn how to display the speed and current lap. When all of that is finished, we'll jump into learning how to create AI for our game. We'll first learn how to create waypoints for the enemy to follow and then we'll learn how to physically move the enemy using the waypoint system. Then we'll learn how to set up the 2d animations for the enemy car. Then we'll wrap up the course by creating the game state which will control when the race starts and when it ends.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Josh with Digital-Tutors, and I would like to welcome you to volume four of the 2D Racing Game Series in Unity. In this course, we'll continue building up the core game systems like the powerups and enemy behavior. We'll get started by cleaning up any issues we have with our powerups, and here we'll create the exact behavior of each powerup and keep each one balanced during game play. After that, we'll learn how to keep the player on the track by allowing the player to drive full speed while on the track, but at half speed while on the grass. Now once we have these systems finished, we need to give the player some feedback on which powerup is currently equipped, and we'll also learn how to display the speed and current lap. When all of this is finished, we'll jump into learning how to create AI for our game. We'll first learn how to create waypoints for the enemy to follow, and then we'll learn how to physically move the enemy using the waypoint system. And then we'll learn how to set up the 2D animations for the enemy car. Then we'll wrap up the course by creating the game state, which will control the race whenever it starts and when it ends. So by the end of this course, you'll have all of the knowledge you need to build on what we've learned and begin creating some really fun racing game systems. So with that said, let's get started.