Ability scores are an important game mechanic that relate the skills and abilities of creatures and characters to a simple number.
D20 RPG – Component & System (ECS)
An Entity is nothing without its Components. It does nothing without its Systems.
D20 RPG – Entity (ECS)
Have you been wondering how we are going to persist our object graph? In this lesson we take the next step in laying that foundation by creating a unique identifier for everything.
D20 RPG – Collections
There are many types of Collections beyond List. Let’s discuss them and show how to make them work with our Data, including serialization.
D20 RPG – Data
In this lesson we will be creating a system that will let us easily persist the entire object graph of our game.
D20 RPG – Dice Roll
What better place to begin than with a roll of the dice?
D20 RPG – Project Intro
I stumbled across a very cool website a while back: D20 SRD (System Reference Document). What is that you might ask? You’ve probably heard of Dungeons and Dragons and/or Pathfinder – they are dice based role playing games. In the SRD you will find a bunch of the game mechanics released to the public in an open game license. That includes races, classes, equipment, monsters, magic, abilities and more.
We’ve come a long ways, but there is still one major thing we’re missing. We don’t have a real game because there is no way to win or lose! In this lesson, we will learn about Unity events, and how to compose them together so that we can have victory and loss conditions.
While you “could” create all of your game boards by manually placing row after row of blocks, manually editing each as needed, there is an easier way. Well, at least it’s easy once you are comfortable writing code. In this lesson we will continue to practice and learn new tricks so that the computer will do the “hard” work on our behalf.
Now that we can hit a ball with a paddle, we need something to aim for. Breakout style games have an array of blocks along the top of the board for the user to destroy. We will create some blocks, then create something called a “Prefab” that makes it easier to apply changes to multiple instances.