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دسته بندی دوره ها

Build a Tower Defence Game with Unity and Blender

سرفصل های دوره

Explore Tower Defence Game Mechanics through the creation of a game level by learning the programming and art creation.


1 - Introduction
  • 1 - Introduction
  • 2 - Join the H3D Social Community
  • 3 - FAQs.html
  • 4 - Tower Defence Game Mechanics

  • 2 - Part A02 Building A Tower Defence World
  • 5 - A Quick Introduction to Navigation Meshes
  • 5 - Goober.zip
  • 6 - Creating a Navmesh Agent
  • 7 - Spawning Agents
  • 8 - Section02Solution.zip
  • 8 - Timing and Limits

  • 3 - Part A03 Developing Tower Placement Mechanics
  • 9 - Programming Turret Drop Functionality
  • 10 - Programming Turret Drag Functionality
  • 11 - Controlling Turret Placement
  • 11 - Get Touch.txt
  • 11 - Touch Phase.txt
  • 12 - Section03Solution.zip
  • 12 - Tweaking for Turret Models

  • 4 - Part A04 Creating a User Interface
  • 13 - Adding Buttons to Select Turret Type
  • 14 - Gatling.zip
  • 14 - Instantiating a Turret from a Button
  • 15 - Developing a Turret Upgrade Menu
  • 16 - Activating and Closing the Upgrade Menu
  • 16 - Section04Solution.zip
  • 17 - Challenge Add a new type of turret
  • 17 - Flamer.zip

  • 5 - Part A05 Tower Defence Artificial Intelligences
  • 18 - Aiming at the Enemies
  • 19 - Tower Horizontal Targeting
  • 20 - Tower Vertical Targeting
  • 21 - Resetting Turrets to Original Positions

  • 6 - Part A06 Building Destructible Enemies
  • 22 - Using Scriptable Objects to Hold Enemy Data
  • 23 - Displaying a Healthbar
  • 24 - Reducing Enemy Health
  • 25 - Improving Shooting Accuracy
  • 25 - Section06Code.zip

  • 7 - Part A07 Customising with Scriptable Objects
  • 26 - Customising Turret Properties
  • 27 - Programming with Turret Properties
  • 28 - Defining Individual Turret Types
  • 29 - Defining Individual Creep Types
  • 29 - MutantWalking.zip
  • 30 - Manually Working with Colliders

  • 8 - Part A08 Sounds and Visual Effects
  • 31 - Building the Environment
  • 31 - TerrainAssets.zip
  • 32 - Placing Platforms
  • 33 - Finessing Shooting Sounds
  • 33 - Sounds.zip
  • 34 - Particle System Flames
  • 35 - Switching Particle Systems on and off
  • 36 - Adding Shooting Effects for TwoGun Towers
  • 36 - GattlingEmitter.zip
  • 37 - Enemy Death Explosions Part 1
  • 37 - Free VFX Image Sequences Flipbooks.txt
  • 38 - Enemy Death Explosions Part 2
  • 38 - explosion.wav
  • 39 - Enemy Death Explosions Part 3
  • 39 - Section08Scripts.zip

  • 9 - Part A09 Tower Defence Game Mechanics
  • 40 - Waves Part 1
  • 41 - Waves Part 2
  • 42 - UI Layout for Game Information
  • 43 - Displaying Wave Counts
  • 44 - Making Money
  • 45 - Counting Lives
  • 46 - Changing the Game Timescale
  • 47 - Spending Money on Towers
  • 47 - wrong.wav
  • 48 - Upgrading and Removing Towers
  • 49 - Game Over
  • 49 - gameover.zip

  • 10 - Part 2 B02 Orentation
  • 50 - Project Overview
  • 51 - Reference Material
  • 52 - Our Workflow
  • 53 - Multiple Approaches
  • 54 - Are You Stuck
  • 55 - Share Your Work
  • 56 - Course Resources
  • 57 - Help I Have Made a Complete Mess

  • 11 - Part B03 New To Blender Start Here
  • 58 - Recommended Preferences
  • 59 - Editors and Workspaces
  • 60 - Context Matters
  • 61 - The 3D Viewport
  • 62 - Walk Mode
  • 63 - 3D Editor Modes
  • 64 - Blender Is Shortcut Heavy
  • 65 - F3 to Search
  • 66 - Adding Objects
  • 67 - Transforming Objects
  • 68 - Origins 3D Cursor
  • 69 - Snapping
  • 70 - Duplication
  • 71 - Units and Entering Values
  • 72 - Editing Mesh Data
  • 73 - Objects VS Object Data
  • 74 - Extruding
  • 75 - Naming
  • 76 - Selecting Loops
  • 77 - Fills and Insets
  • 78 - Separate and Join
  • 79 - Parenting
  • 80 - Collections
  • 81 - Bevels
  • 82 - Mirroring
  • 83 - Adding More Details
  • 84 - Linked Data
  • 85 - Viewport Shading
  • 86 - What is a Material
  • 87 - Material Properties
  • 88 - Shading Workspace Overview
  • 89 - Adding Material Slots
  • 90 - See What the Camera Sees
  • 91 - Render Engines
  • 92 - Adding Lights To A Scene
  • 93 - Configuring Render Settings

  • 12 - Part 2 B04 Establishing Our Pipeline
  • 94 - Section Introduction
  • 95 - Origins Are Important
  • 96 - Applying Transforms
  • 97 - Grid Snapping
  • 98 - Block Model The Environment
  • 99 - Local View Hiding
  • 100 - Using Collections
  • 101 - Block Modelling A Turret
  • 102 - ReLinking Duplicates
  • 103 - Adding Materials
  • 104 - Unity Opening blend Files
  • 105 - FBX Exporting
  • 106 - Mistakes Happen

  • 13 - Part 2 B05 Modular Models
  • 107 - What is Modular
  • 108 - Symmetrise And Mirrors
  • 109 - Mirror Tools Addon
  • 110 - What Parts and Parenting
  • 111 - Exporting Parented Objects 1
  • 112 - Exporting Parented Objects 2
  • 113 - Making a Standard Base
  • 114 - Making a Standard Core
  • 115 - Joining Objects
  • 116 - Snapping and Pivot Points
  • 117 - Scaling Positions
  • 118 - Duplicates Vs Circular Array
  • 119 - A Simple Driver
  • 120 - Finishing The Basic Gatling
  • 121 - Lets Export and Test
  • 122 - Bevelling Vertices
  • 123 - Face Intersect
  • 124 - The Boolean Modifier
  • 125 - Finishing the Rocket Launcher
  • 126 - Common Things To Miss
  • 127 - Making The Flamer Thrower
  • 128 - Using Curves for Pipes
  • 129 - Adding Details
  • 130 - Adding Detail Components
  • 131 - Testing The Final Model

  • 14 - Part 2 B06 Procedural Materials
  • 132 - Why Procedural Materials
  • 133 - Shading Workspace Overview
  • 134 - New Workspace Layout
  • 135 - Setup Our Render Pipeline
  • 136 - Nodes Sockets and Noodles
  • 137 - Playing With Masks
  • 138 - Creating a Basic Edge Mask
  • 139 - Creating A Group Node
  • 140 - Adding Detail to the Edge Mask
  • 141 - Testing Our Detailed Mask
  • 142 - The Ambient Occlusion Node
  • 143 - Using Textures
  • 144 - The Bump Node
  • 145 - Using Our Procedural Textures
  • 146 - Add Materials To All Turrets

  • 15 - PArt 2 B07 Getting Game Ready and Export
  • 147 - Creating a New Image Texture
  • 148 - Smart UV Unwrapping
  • 149 - Multiple Object Unwrap
  • 150 - Baking Settings
  • 151 - Render Passes Baking the Base Colour
  • 152 - Baking the Normal Map
  • 153 - Baking Ambient Occlusion
  • 154 - Baking a Metallic Map
  • 155 - Compositing a Metal Smoothness Texture
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