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Class 1: The Main Plan

  • asd
  • Scenes, Assets, Hierarchy, keyboard shortcuts
  • Setting the camera for a 2D view
  • Adding a gameobject with a component (sprite renderer)
  • Setting up the scene with empty gameobjects as containers
  • Creating sprites to design a level
  • Adding physics with colliders and rigidbodies
  • Setting gravity, mass and rotation of rigidbodies
  • Adding physics materials (create > physicsmaterial 2D, drag to collider2D component)
  • Adding enemies
  • Drag and drop scripts
  • Creating prefabs
  • Adding the player character
  • Jump through a platform in one direction
  • Let the camera follow the player
  • Using live variables to tweak the gameplay in play mode
  • Using the sprite editor to slice sprites

if time > 0

  • Adding sounds
  • Sprite Shapes

Class 1: The Leftovers

  • [] Adding tags to gameobjects, using sorting layers.
  • Add a collision layer under layers in the top right. Set collision preferences under Project settings > physics 2D.
  • [] Lost Crypt 2D Sample Project
  • [] Switching between levels
  • [] Adding scenes to the build. Build the game
  • [] Particles

Class 2:

The Main Plan

  • Adding scripts
  • Using public variables
  • Using GetComponent with variables
  • Movement using transform and translate. Using Time.deltaTime.
  • Working with vectors
  • Movement using velocity and addforce. Using Fixedupdate.
  • Using arrays to instantiate random enemies
  • Using Instantiate and Invokerepeating
  • Using the new input system
  • Responding to collisions
  • Keeping score in a gamemanager (ew managers)
  • Switching scenes while keeping the same gamemanager (ew managers)

Useful Intermediate/Advanced Stuff

  • [] ScriptableObjects & JSONUtility
  • [] Git & Collab stuff

Requests

  • 2D Rigging
  • [] Managers, Controllers, Systems (advanced, do later)

Class 3 - Scripting Intermediate

  • Scripting learning resources
    • gameprogrammingpatterns.com
    • learn.unity.com
    • jason weimann architecture
  • [] Saving your game: PlayerPrefs (or JSONUtility)
  • using Classes for data structures
  • Events, Listeners
  • ContextMenu for debug
  • Attributes (range, requirecomponent, multiline)
  • Find Components in hierarchy
  • Mathf.Clamp
  • Debug.Log(string, object), Debug.DrawLine/Ray
  • []

maybe, part three

  • TryGetComponent
  • Coroutines
  • [] reference by script, not GameObject

Class 4 - Animation

  • Use child objects for animation when possible! [Scale 1,1,1 plz]
  • Spritesheet animation
  • Trick to auto-create Animator Controller & Clips
  • Squash & Stretch! - The Illusion of Life | 12 Basic Principles of Animation https://www.youtube.com/watch?v=yiGY0qiy8fY
  • Using curves in the Animation window
  • Coding: Animation Events
  • Coding: Controlling variables with Animation (import & custom)
  • Coding: AnimationCurve
  • Notes: AnimationClips use GO names and hierarchy!

maybe, part four

  • [] Reusable animation clips = using animation containers
  • [] Repeating Animation rigging thing?
  • (particles because I really really want to teach/play with particles plz)
  • []

Class 5 - Materials & Textures, Enemy AI, Audio Systems

  • [] Shaders in Unity, not blender!
  • [] Materials are shared! Watch out!
  • [] Code: SharedMaterial / Material (touch Renderer = instance made)
  • [] Reusing Textures, using UV Maps
  • [] Different kinds of shaders? (transparency)
  • [] Blender: Assign materials to polygons
  • [] Flash material - anim, or code?
  • [] AI: State Machines, Visual Scripting, "Behave"
  • [] Audio Systems: Audio Mixer, Snapshots, FMOD

Class 6 - Enemy AI (extended)

  • [] Explaining the AI example system
  • [] TODO: Line Of Sight multiple raycasts
  • TODO: Waypoints in Patrol (idle)
  • [] TODO: Optimize (remove unnecessary imports)
  • [] TODO: Put on repository with UnityPackage as release
  • TODO: Action sequencer? (in state graph)
  • []