[Unity Coding Tutorial] How to Create Rogue-Lite Style Items and Effects in Unity

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In this Tutorial we go through how to set up the foundation for Rogue-Lite style Items and Effects in Unity
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honestly the best tutorial about abstract classes i’ve ever seen

whhitryjekugitihg
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It's crazy but after a year and change of doing this, I know all of this stuff - this is super basic to me but not long ago I'd just have been copying along. People who say copying doesn't work, I can say it does, it's a kind of practice, and for solo devs without a mentor videos like this where its super clear what is going on and very - very simple is a boon.

I paused my game dev because I've been wrapping my head around item effects and the way I want to implement them. I can go super simple like in this video, I can go a little bit more complex with an interface system or I could combine it all and use SO's.

The problem is all I care about is how modular the system, even more so than simply getting it working. So without anyone to guide me on which system will lead to that end a video like this helps bigly.

dibaterman
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Absolutely amazing video. I literally never leave comments ever but i really just had to say that this channel is gonna be huge one day

oliver
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nice video, reaffirmed my current beliefs for how I should structure my inventory system.

CrittingOut
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Really awesome video~! It saved me, as a beginner coder, I've been searched a video like this for days, yours got everything I need!

mikemu
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Great video, great topic, great implementation. Thanks!

DanielAttaway
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Please zoom in to code! It is hard to read.

kadiryumlu
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UNDERRATED!! i hope you upload more in the future

Proxy
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Very good video and Amazing explanation thank u❤

MostafaAs
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I always wondered how complex code Risk of Rain 2 has. Glad I found this video, you deserve more views. But please zoom in, in code editors

fvx
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why is the coding window so small, leaving so much space on each side?

arnovveiss
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Is it better to separate all function of items into different list if there is a lot of different kind of items? Eg. onHit itemlist, onJump itemlist. Or it doesnt matter in terms of performance?

sunnykwan
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Quick question, if i was then wanting to add a visual element to the UI, as in just like in Risk of Rain 2 for each item, how would i attach a sprite to each item? I have currently added a new Public Sprite in the image list script and then made a new function called GiveSprite() in the item Script. Then using a Resources.Load to find the image path in the GiveSprite() function so that it can load in to the game, but i feel like that is not a very good way to implement what im doing. Any tips?

Edit: Well i just checked your other video on inventories hoping i would get a solution, seems like you do the same so I guess i'll move forward with that idea. Thanks!

NightHawx
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And then comes the wood duck, who can swim but can not fly. :) (That's why composition over inheritance preferable. :) ) BTW: Nice content, i just wanted to warn you for this trap. :)

Ferenc-Racz
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How do you get a item to do its effect once, unlike doing it per tick as you did in the first example with the healing? Or should I just do it as OnShoot and apply the buff in that circumstance.

otherwise really good video!

Turdstrider
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Nice video. Some things could be better, there is like an ominous sound from 0:40 to 1:30, I'm guessing it's in the music background

maitrekomrod
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