Have you ever wanted to be able to make your own games? If you would like to enter the world of game programming, then this is the course for you. In this course, Swords and Shovels: Loot System, you'll master the process of creating a loot spawn and item system for your games. First, you'll explore ScriptableObjects and how they can be used as code contracts for item creation. Next, you'll learn how to create spawn objects that will instantiate your item into your scene. Finally, you'll explore the connection to other systems such as Character Stats, Inventory, Game Managers, and more. By the end of this Unity course, you'll have successfully created a functional inventory system that is easily integrated with other vital game 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: Loot System. I'm a game designer and a college professor for video game design and I've helped develop advanced deployment 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'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, let you flex your artistic muscles, or as you'll learn in this course, test your coding chops. In this course, I'll walk you through the creation of a loot system inside of Unity in C#. This system will interact with several others and help you create a modular, flexible loot and spawner item system. You'll explore the use of interfaces and how they can be used as a contract to define the structure of the model behaviors that implement them. Next you'll learn how to structure a scriptable object to ensure easy, repeatable, and consistent creation of items by a designer. You'll know that they're structured within your item design framework. Finally, you'll learn how to create and instantiate a spawn point object that can be used on chests, enemies, destructible or clickable objects throughout your games. By the end of this course, you'll know how to properly integrate the loot system with other systems, such as inventory and character stats. You'll have an understanding of a couple of different design styles and the benefits of each. And you'll also know the basic concepts behind creating spawners. Before beginning this course, you should be familiar with the basic navigation of Unity, importing some assets, basic C#, and have a little bit of familiarity with the Unity UI system. It's suggested that you also have taken the character stats and game manager course prior to this one. From here you should feel comfortable diving into courses on character controllers, character stats, creating a game manager, inventory systems, and combat systems. I hope you'll join me on this journey to learn about the creation of a loot system in this swords and shovels course here at Pluralsight.
Looking Ahead to What Is Next In this module we'll be looking ahead to what's next for you now that you've completed the course, and we'll begin with the learning application assignment. As is always the case, it's very important that you apply any knowledge that you've gained from this course and to do so in a manner that is slightly different than was covered in the course, that way you're aware that you know how to apply this knowledge to any custom projects that you have, rather than just repeating what you see on screen. So what I'd like you to do is create a brand new, unique custom item drop system using the supplied character status and inventory systems. So change up how the items themselves work. And by making some changes to how the items work, you'll be applying the knowledge that you've gained through here and you'll be looking at how to apply this to say a new custom game that you might be working on. I want you to attach it to an object in your scene that isn't just a chest and that way you can have different objects that can be destructible that are capable of spawning items. And finally, I want you to create your own list of items that can be fed into the spawner that a little bit different than the ones we explored in any of the courses so that, again, you get that opportunity to apply the knowledge that you've gained. In the next clip, we'll finish up with a few concluding thoughts.