Block 1. Platformer puzzle
- Module 1: Getting to know Unity: creating a new project
- Module 2. Creating a scene
- Module 3: Bringing the scene to life
- Module 4. Physics and collisions
- Module 5. Tailsets and camera
- Module 6. Animation
- Module 7. Programming game mechanics: understand the component approach in development
- Module 8. Particles and instantiation: getting to know and practicing particles
Coursework #1
Create a level with a puzzle-platformer of at least 6 screens (12x7 tiles) in size, and implement your own game mechanics.
Unit 2: Combat and NPCs
- Module 1: Close Combat and Destructible Objects: Implementing the Mechanics of Cold Weapons and Destructible Props
- Module 2. Player and current session data model: what is ScriptableObject and how to use it
- Module 3. Mobs and basic AI: Realize a simple mob with a melee attack
- Module 4. Ranged attacks: implement long-range attack mechanics for the character
- Module 5. More mobs: based on the components developed in the previous lectures, create a mob with a long-range attack
- Module 6. Data Model and Inventory: Create Inventory and New Mechanics for Collecting Resources
- Module 7. Sound: an overview of Unity's sound subsystems. Implementing ambient level
- Module 8. Clean code. Connectivity. Cohesion. We analyze what code is good and what code is not and why. Refactoring already created classes
Course work No. 2
Create a separate level honed for the presence of mobs, add a mob with new mechanics, and write a cover letter describing those mechanics.
Unit 3: UI and new game mechanics
- Module 1: Introduction to UI
- Module 2. Creating a HUD
- Module 3. Creating Inventory and Quick Access Boxes
- Module 4. Dialogs: create new mechanics for talking to NPCs
- Module 5. Localization: why do I need to localize games and how best to do it?
- Module 6. Checkpoints and beautiful things: implement mechanics of saving on checkpoints
- Module 7. Advanced mechanics: skills. New mechanics of boosting perks
- Module 8. Advanced mechanics: hero pumping
Coursework #3
Create mechanics that are UI related - large inventory, store or something else. Also create a new perk - attract hook, gravity disabling field, jerk or something else.
Block 4: Advanced game mechanics and niceties
- Module 1: Lighting. Parsing the lighting system in Unity and its application in 2D. Realizing the "dark" level
- Module 2. Camera effects. Overview of full-screen effects and their implementation
- Module 3: Boss fight part 1: Create a boss arena and write logic for bosses
- Module 4. Boss fight part 2: Adding new mechanics to the bosses
Block 5. Optimization and analytics
- Module 1: Performance Analysis and Optimization: Part 1
- Module 2: Performance Analysis and Optimization: Part 2
- Module 3. Builds for different platforms. Analyze the build process step by step. Overview of important parameters and settings of the build
- Module 4. Unity. Analytics. Why do you need analytics in your project? Overview of Unity tools for analyzing an application
Final work
Self-create a full-fledged 2D Action game on 4 levels. Add to the game: 1 new perk, 1 new boss (at least 3 phases of combat, one of which should not repeat those implemented
in the course). Create a cover note for the paper that explains the new mechanics and any other things the student added on their own. Describe not only the gameplay, but also the
technicalities of the implementation.