Working with real-world game assets, you'll be examining the process of creating inventory storage for item loot drops. You'll extend the system by investigating visual displays and triggering the items used.
Have you ever wanted to be able to make your own games? If you'd like to enter into the world of game programming, then this is the course for you. In this course, Swords and Shovels: Character Inventory System, you'll learn the process of creating a loot spawn and item system for your games. First, you'll explore how to create a dictionary for item drops. Then, you'll determine how to create and connect UI elements for inventory display. Finally, you will discover the connection to other systems such as Character Stats, Item Pick Ups, Game Managers, and more. By the end of this Unity course, you'll have a solid understanding of how to create and implement an effective inventory system into your game. Software required: Unity.
Christopher Pellow is a game designer, 3D artist/animator, programmer, and instructor. He's taught at Fanshawe College in various programs: video game design, interactive media and design, and post-graduate 3D animation and character Design. He was part of the curriculum development team for the advanced diploma program for video game design.
Course Overview Hi everyone. My name is Christopher Pellow and welcome to my course, Swords and Shovels Character Inventory System. I'm a game designer and a college professor for video game design and I've helped develop advanced diploma curriculum for aspiring game industry students over the last several years. Now I have the privilege of speaking to you as an author with Pluralsight about a topic I'm very excited about, making games. They're one of the most enjoyable and rewarding projects you can embark upon. They can challenge your design sensibilities and let you flex your artistic muscles or as you'll learn in this course, test your coding chops. In this course we'll walk you through the creation of a character inventory system using Unity in C#. The system will interact with several others and will help you learn to create a modular character inventory system that will be flexible enough to use in several areas of your game. You'll explore the creation of some of the user interfaces used for the inventory and hot bar screens. Next, you'll learn how to write all the methods using the single responsibility principle. This is going to ensure that each method is in charge of a single important task. We're going to extend this principle to the point of having admins control their own use method to ensure proper modularity. Finally, you'll learn the use of dictionaries and custom types that allow you to store your items and statistical data for use in your games. By the end of this course you'll know how to properly integrate the character inventory system with other systems such as the character stats and item loop. You'll have an understanding of a couple of differing design styles and the benefits of each. Before beginning this course, you should be familiar with the basic navigation of Unity, importing assets, basic C#, and have some familiarity with the Unity UI system. It is also suggested that you've taken the Character Stats and Item Loop courses prior to this one. From here you should feel comfortable diving into courses on character controllers, character stats, creating a game manager, item loop systems, and combat systems. I hope you'll join me on this journey to learn about the creation of a character inventory system in this Swords and Shovels course here at Pluralsight.