Unity RPG Tutorial: Leveling and Stats

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In this tutorial we're going to build some core components for the leveling and stat side of an RPG. We'll setup an XP tracker which can easily support different ways of mapping experience points to level. We'll also look at how to setup our stats to make it easy in future to have equipment or other factors influence those stats.

🎞️ Chapters
00:00 Introduction
01:15 Planning the levelling experience
02:45 Setting up our key scripts
10:20 Table-based levelling curve
21:50 Linear levelling curve
34:10 Setting up our UI
47:30 Adding character stats

If you've got questions add a comment below or send them in for the next Q&A video

Looking for other ways to get involved?

🎉 Thankyou to all of the Patrons 🎉
➔ Manuel Baptista
➔ Grant Coble-Neal
➔ Kasper Enwall
➔ Adam Ercanbrack
➔ Tylah Heil
➔ Ian Kehoe
➔ James McCarthy
➔ Kalvin Pearce
➔ Bradley Seymour
➔ Seriphis
➔ SiliconOrchid
➔ Callan Syratt
➔ Daniel Williams

#Unity #Tutorial #GameDev
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This was my first time following one of your tutorials. Awesome tutorial! I really appreciate how you planned this out to be able to fit into any project. So many tutorials are nearly impossible for newbie coders to implement in practice. I'll definitely be checking out more of your videos. Liked and subscribed 🙂

hi_its_stephen
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Digging your tutorials! I'm interested to see more RPG stuff. In particular, a buff/debuff system has puzzled me. Idk if Coroutine would be the way to go for temporary increases or decreases to stats. Would love to see what you come up with.

Rhyen
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Absolutely fantastic video! Totally began to demystify how to handle such a thing in unity! My only question is, would there be an efficient way to have only specific stats increase on specific levels? I've debated exploring the use of a ScriptableObject and a table similar to the XPTranslation_Table that allows me to set how much each stat increases on each level. A scriptable object would be quite helpful, I imagine, if I wanted different party member to grow differently (ex; a small mage might get more magic power but not as much defense compared to a knight in heavy armour).

Do you believe this would be the best approach, or am I overcomplicating something that could be done far simpler.

ScoopsBot
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your videos are great and your tutorial style is just so nice
thanks for making these videos
I hope you turn your tutorials and make courses like Udemy tutorials

a more structured content would be really interesting
something like a step by step tutorial teaching a sims clone for a tycoon style game

I would be the first person to buy that course

alirzana
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Hi Iain, great tutorial! I've been expanding on this by adding more stats (attack damage, speed, ect) however I've been trying to add attribute points system based on level for instance each level you can spend a point in Strength, Intelligence, Dexterity which also gives stat bonuses.

Any tips you have or able to point me in the right direction?

henk
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How do I add this to a third person controller and gain the ox buy killing enemy’s

jamesmcafee
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I don't understand how you are coming up with the values in the table.. I have a need case where I know the XP that I need to gain per level. For example, a level 1 character would need 500 XP to get to level 2 and then 1000 XP for level 3 and then 2250 to get to level 4 and so on. The XP continuously grows per level but it's by specific values..

I thought by table you meant I could fill out the amount of XP needed per level.

mlanc
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For a reverse For loop, you can type forR(everse)
forr (tab tab) will autocomplete in VS.
NOT sure for your IDE.

micaiahstevens