![]() ![]() We'll also create a climbing system similar to the one that you see in games like Assassin's Creed. ![]() We'll architect the parkour actions using scriptable objects in Unity so that they're data-driven & can be created & modified by designers without touching the code. We'll look at advanced animation techniques like target matching that will allow us to adapt the same animation to obstacles of different heights. We'll create an environment scanner for detecting obstacles in front of the player and we'll make the player perform different parkour actions dynamically based on the height and type of the obstacle. and then we'll implement the parkour system on top of it. We'll not use any assets for it, we'll build this from scratch because it's a good way to learn the fundamentals of gameplay programming. We'll start by making basic a third-person controller. So we'll be building all this step by step from scratch. So it's a perfect project for learning core game programming skills. But the mechanic itself has been there in lots of older games like Zelda Ocarina of Time. It's a common system in modern-day games like Assassins Creed, Watch Dogs, etc. We'll create an advanced third-person controller that can traverse dynamic environments with parkour. In this course, you'll learn how to create a third-person parkour & climbing system in Unity and C# while learning important gameplay programming concepts.
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