Working with real-world game assets, you'll experience the process of creating a functional character statistics system that works with loot items; with special attention towards integrating into other systems such as Inventory and Loot Drops.
What good would a game character be without some seriously stellar statistics you can level up? In this course, Swords and Shovels: Character Stat System, you'll experience the process of creating a character stat system for your games. First, you'll explore interfaces and how they can be used as code contracts for item creation. Next, you'll learn how to create private set fields to keep all data changes confined to the stat system. Finally, you'll discover the connection to other systems such as Item Pick Ups, Inventory, Game Managers, and more. By the end of this Unity course, you will have learned how to create a functional character statistics system that will easily integrate with other vital systems. 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 Stat 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 though, I have the privilege of speaking to you as an author with Pluralsight about a topic I am very excited about, making games. And they're one of the most enjoyable and rewarding projects you can embark upon. They can challenge your design sensibilities, let you flex your artistic muscles, or as you'll find in this course, test your coding chops. In this course, we'll walk you through the creation of a character stat system using Unity and C#. This system will interact with several others and help you learn to create modular character stats that are going to be flexible enough to use in several areas of your game. You'll explore the singleton design pattern and contrast it with the use of scriptable objects, allowing you to make use of either method. Next, you'll learn how to write all of the methods using the single responsibility principle, ensuring that each method is in charge of a single important task. Finally, you'll learn the importance of keeping the character stat system modular so that it can be used with enemies, in-game objects, or other players. By the end of this course, you'll know how to properly integrate the character stat system with other systems, such as the inventory 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 inside of Unity, importing assets, some basic C#, and have familiarity with the Unity UI system. It's suggested that you have also taken the Character Controller and Non-player Character Controller course prior to this one. From here, you should feel comfortable diving into courses on the character controllers, creating a game manager, the item loot system, inventory system, and combat system. I hope you'll join me on this journey to learn about the creation of a character stat system in this Swords and Shovels course, here at Pluralsight.
Looking Ahead to What Is Next In this module, we'll start looking ahead to what's next, and we're going to begin with a learning application assignment. This is quite a simple assignment. What I'd like you to do is go back through this course and create a brand-new, unique customer character stat system of your own using the item pick up type and inventory system that have stubbed in code pieces, and start to utilize different fields, different methods, and attack the same character stats problem in a slightly different way, make it a little more your own. You could also go back into the CharacterStats MonoBehaviour and add a couple of different reporters, and those reporters would be able to tell different scripts what your current health is or you maximum health and give it a little bit more functionality. Beyond that, hopefully you took away a fair amount of new important knowledge for how to create a custom character stats system. Keeping in mind that this character stat system is very tightly bound to the item pick up and the inventory systems. So you're going to want to go ahead and review those courses. In the next clip, I'll talk about where you should go next with your learning and some of the conclusions that we can draw from this course.