D20 RPG
A “core” set of systems that could help you make a dice-based role playing game like Dungeons and Dragons or Pathfinder.
- Introduction
- Dice Roll
- Data
- Collections
- Entity (ECS)
- Component & System (ECS)
- Ability Scores
- Main Menu
- Main Menu Flow
- Interface Injection
- Game Flow
- Explore
- Entry
- Entry Flow
- Item Pickup
- Skills
- Hero
- Skill Check
- Encounter
- Combatants
- Action Menu
- Stride
- Spawning
- Combat Flow
- Attack
- Damage
- Life and Death
- Positional Awareness
- Events
- Board
- Pathfinding
- Refactoring (SetUp & TearDown)
- Size, Space and Reach
- Targeting
- Enemy Pathfinding
- Hero Party
- Ancestries
- Backgrounds
- Saving Throws
- Perception & Initiative
- Attack Training
- Weapons
Godot Tactics RPG
This is a conversion project of my Unity Tactics project (started back in 2015) to Godot. It is written by a guest author, William Allen aka 7thSage!
- Intro & Setup
- Board Generator
- Input & Camera
- State Machine
- Pathfinding
- Anchored UI
- Conversations
- Ability Menu
Breakout
The perfect starting project for aspiring Game Developers. If you are new to Unity or C#, you should start here.
Collectible Card Game
A single-player (possibly multi-player in the future) CCG / TCG created using Unity and C# inspired by Hearthstone.
- Intro
- Aspect Container & Test Runner
- Data Modeling
- Action System
- Changing Turns
- Action Viewer
- Drawing Cards
- Drawing Exceptions
- Damage
- Playing Cards
- Summon Minions
- Mana
- Prepare To Attack
- Attack
- Enemy AI
- Taunt
- Targeting
- Spells & Abilities
- JSON
Unofficial Pokemon Board Game
A local multi-player board game created using Unity and C#. Target platforms could be desktop, web, or touch screen (mobile) as the input consists only of mouse clicks or taps.
- Intro
- Resources
- SQLite
- ECS
- Flow Control
- Title Screen
- Data Controller
- Data Models
- Setup Screens
- Transitions
- Board
- Random Encounters
- Battle Setup
- Capture Battle
- Team Management
- Gym Setup
- Gym Battle
- Saved Games
- Audio
- Complete
Zork
A text-based adventure game created using Xcode, Swift and the Entity Component System architecture.
- Intro
- Game Screen
- Data Manager
- Interpreter
- Targeting
- Actions
- Navigation
- Items & Inventory
- Interaction
Tic Tac Toe
A networked turn-based multi-player game created with Unity and C#.
Tactics RPG
A single-player, turn-based tactics role playing game based on Final Fantasy Tactics. Created with Unity and C#.
- Introduction
- Project Setup
- Board Generator
- User Input Controller
- State Machine
- Path Finding
- Anchored UI
- Conversations
- Ability Menu
- Stats
- Items and Equipment
- Jobs
- Stat Panel
- Ability Range
- Ability Area Of Effect
- Turn Order
- Status Effects
- Hit Rate
- Ability Effects
- Magic
- Unit Factory
- Victory Conditions
- Intro To A.I.
- A.I. Part 1
- A.I. Part 2
- Music
Best Tutorial Series to Date on Tactical RPGs
Amazing, very good job and thank you very much for sharing this skills and knoweldge.
Do you have any plans to expand on this series further?
At the moment I am considering this project ‘complete’. I have several requests for additional features such as the world map tying everything together, but I might do a mini-project for that later – it should be able to stand on its own anyway. Currently I am working on a prototype for a Hearthstone clone that will serve as my next blog project.
cant wait for both of those!
Hi my friend! I want to say that this post is awesome, nice written and include almost all significant infos. I would like to look more posts like this .|
Thank you so much for making this. It helped spark my interest in programming again and was very helpful in allowing me to test new concepts.
Thank you so much for these tutorials. It’s rare to see stuff so well laid out and explained so thoroughly. Do you take requests on the next ones? Also, maybe a Patreon would be helpful for you as I totally see people paying for this content!
You’re welcome! Ultimately I will probably end up working on whatever is most inspiring at the moment since time is limited, but I’m still open to suggestions and love feedback. Patreon is a good idea, I’ll have to check it out thanks 🙂
Is this still active? I’m making something similar and would love the help,
I’m guessing you are inquiring about the Tactics RPG project in particular? I haven’t worked on that in a long time, but I have considered working on some fan-requested features. At the moment I am focused on making a collectible card game like Hearthstone.
If you need help, I would recommend you ask questions on my forums, so it will be easier to follow the thread.
Thank you so much for the answer. I will register right away :D.
Such awesome tutorials! Cheers mate!
Thanks, Tactics RPG Project let me konw how buff works and how good code structure can be~
wow! I just completed the CCG project. This was one of the most well thought out (and well architected!) tutorials I have done. Thank you!
Any plans to add multiplayer support to the CCG? That would be awesome and it seems like such a natural fit.
Thanks, glad you liked it! Multiplayer was (and may still be) one of the eventual goals, but at the moment I have put everything on hold while all my free time has been devoted to studying machine learning. I’d like to understand it well enough to do some complex AI both with and without Unity.
Hey, I consider developing a Tactical Roleplaying-ish game using unity. I developed a game before using libGDX(called SFD) but Unity noob. Thank you for your trpg unity project!
You’re welcome, I hope you find the tutorial helpful 🙂
I have been working on a project for a while now, and wanted to credit you directly, maybe I can add a link to your blog, or may I reference your name as a major supporter or mentor? I have really learned so much from your tutorials. I will of course add your license to all code parts from your blog. Do I need to do it for the whole project as well? Or can I have your parts as one license but the project as a whole as my own license? Never made a game project to finish before so wanted to ask your permission to be sure.
Any of that sounds great, and would be appreciated. My code is free to use however you want (MIT License). I hope you will share a link to your project here as well.
First off, thank you so much for the tutorials! Secondly, as I’m following along, certain topics make perfect sense, but other things just hurt my head. I am a network engineer by day so my background isn’t in development. Is there any particular book, video series, or website you’d recommend for C# basics? In particular, geared towards game dev?
To go along with that, when you first approach a topic you know nothing about – for example, let’s say it is time to work out a mechanism like saving, or world transitions, or building out conversation trees – do you have a method for investigating topics that you know nothing or little about?
Thanks again for the best blog on the internet!
You’re welcome!
To answer your questions, I primarily learned C# by following along with random online tutorials and sample projects. I imagine that much of that would be out of date by now, but I have noticed that Unity is continually putting out some high quality training content that is aimed at beginners too: Unity Learn.
I also have a tutorial section on this site for learning C#, just in case you didnt see it: Learn C#
After that I would simply google any particular issue I didn’t understand or needed clarification on. Websites like stackoverflow are very useful for that.
It isn’t common that I approach topics that I know “nothing” about, largely because I didn’t start out making “big” things. I made small goals based on things I already knew, or thought I could figure out based on the building blocks of knowledge I had picked up along the way. For example, I had used ScriptableObjects, so I might think, “How could I use that to store conversation data?”
Could you maybe update some of the tcg tutorial or implement some type of networking with it?
Ok i have to say…the complete project download seems to be more more built and advanced then this tutorial. Unless I am missing something.
It may depend on where you got the link. Some of the intro posts contained links to proof of concepts that the later tutorial lessons were built upon.
Ah either way interesting tutorial. Working on my own Tactics game (obviously) so it’s a great proof of concept and resource to learn from. Actually it helped me turn a lot of what I did for an action RPG into usual content.
Have to say, it would be nice if you’d expand on the tutorial a bit. Show job changes and various of tid bits common in such games.