💬 Here's a really awesome project that I made, it's a Turn-Based Strategy Action game very much inspired by the likes of XCOM. 🎮 Interested in a Turn-Based Strategy Course? Sign up here! unitycodemonkey.com/interestedtbscourse.php ✅ Get the Project files unitycodemonkey.com/video.php?v=ezlkGhFBrmg 🔴 RELATED VIDEOS 🔴 Awesome Grid Building System! (City Builder, RTS, Factorio, Survival) ua-cam.com/video/dulosHPl82A/v-deo.html Making an XCOM-like! LIVE! ua-cam.com/video/FPTDXiZYFeg/v-deo.html Grid System in Unity (How to make it and where to use it) ua-cam.com/play/PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722.html How to get Mouse Position in 3D and 2D! ua-cam.com/video/0jTPKz3ga4w/v-deo.html My Game Dev Journey (40+ Games! | mIRC to Flash to Steam) ua-cam.com/video/0zscPf_U1VY/v-deo.html Grid Combat System! (Turn-Based, XCOM) ua-cam.com/video/mONHucoYASU/v-deo.html A* Pathfinding in Unity ua-cam.com/video/alU04hvz6L4/v-deo.html Ultimate Unity Overview (50+ Tools and Features Explained!) ua-cam.com/video/Hd6K7mfXt08/v-deo.html Instantly make your GAME look GREAT! | AO ua-cam.com/video/vK8zHCwH6oc/v-deo.html Animation Curves are Awesome!!! ua-cam.com/video/roWiGo1Hpfk/v-deo.html assetstore.unity.com/packages/3d/props/exterior/polygon-prototype-low-poly-3d-art-by-synty-137126?aid=1101l96nj&pubref=xcomprototype
Sir, I already bought all of your udemy courses. It was the first time i ever finished a course because finally a paid courses where the teacher isn't just copy pasting code or telling us to IMPORT and already made package wich WE could found on the asset store. You raised already the whole youtube dev content quality, you literally DESTROYED every other udemy course. I feel like i know everything about the scriptable object with the "" tower defense "" course i followed and completed. I have to thanks you and also, you can't imagine how hyped i'm for this new course. I don't know what it's gonna mean for you, but you brought to someone like me, who doesn't like to learn ( lazy boyyy) the Real passion for it. Even when you do some content that i will never use, i still watch, listen and most important Learn. Thanks you sir, from the bottom of my hearth your content is a gold mine ❤️
It is great that you use the old code of yours. This is a great real life example on how small, well written and documented code can be used again to save a ton of lifetime. Something every programmer should learn early.
About the AI. I am currently making a card game and what card combinations to play made the AI very complex and unmanageable. So I came up with the following AI logics: * Simulate random actions 50 times * Each time, look at the end result of the board and calculate a score based on it. * Label the set of actions with the score * After all simulations, pick the set of actions which had the best result score value. It is very simple but has stunning results. With my AI playing complex card combinations which suit the situation very well. I think that AI logics suits this game also, hence me sharing it! PS: LOVE the video. Great job! Your videos are always of the best quality in every aspect and I learn a lot from them!
Yup that's a great method, the issue is the performance cost in simulating all of that but if the simulation is simple then it can work great. You can also easily add difficulty by making the AI pick the best move in Hard Mode and maybe the 10th best move in Easy mode
That is awesome! Thank you so much for sharing the code for that. I ve been wanting to make something like this since i started messing with Unity but i felt a bit intimidated! Now i can finally get a taste of how you made this work. Really hyped for the course, its a genre i m really intersted learning more about
I'm currently on section 5 of this course, and it's one of the best Unity courses I took so far. It's especially good if you already did one or more Unity courses and you are already tired of those courses teaching you the same thing over and over again. I'm learning a lot of new useful concepts with this one!! Couldn't recommend it more!
Damn, in 30 hours I made 4 spheres rotate around a bigger sphere , and when I click on one the camera zooms in and starts following it, and when I stop selecting spheres the camera returns to the position it was before zooming in. Ah, I almost forgot, if the camera is not zoomed in I can move it around by moving the mouse to the edge of the screen. Great success. You could probably do it while you wait for your coffee to be made.
Been looking forward to seeing the end result of this for a while. Looks great! I’m curious what your approach might be to adapting your grid system to allow for different heights, like climbing on top of the boxes or buildings. Would you do multiple layers of grid and only activate the tiles that are over terrain or keep a single grid and store the y value for each grid position somehow?
For that I would use multiple grids for each height level, that's exactly what I did in the House Building System which supports buildings with multiple floors ua-cam.com/video/Cdcn6uK9gPo/v-deo.html Pathfinding is the trickier part, need to handle creating links between the levels.
I really wish there was more in the market for Xcomlike games. Just imagine Halo, Call of Duty, Borderlands, Star Wars, Titanfall, Cyberpunk, and many more. There's some buildup of content with the likes of Gears of War and Chaos Gate, but not nearly enough.
I've been really hoping for a tutorial like this. I've been planning out a project in my head for a while and this has given me a bunch of inspiration to really go for it in the future :D
xcom2 will be free from april 4 -april 12 in Epic store. Awesome opportunity to buy the game, play it and the try to make it/ learn to make it along with this course
Storing actions into a class is a good idea. I'm currently making enemies, each with different attacks, and wondering if their attacks should be added into an enemy class.
If you have lots of different attacks with different logic then yup it definitely helps to put each in it's own class, otherwise your Enemy class will be 1000 lines long
Hi! Basically first time viewer here, and also I'm one of those scumbags who joins Patreons just to download project files, but I'm curious if we're left to our own devices in figuring out what to do with your project files or if this is unique to this project because you're also making a paid course based on it? Seasoned Unity developer here, but looking at these project files it seems like it will take some effort to get them to "work". Curious if this is just how you normally do it or if I've missed something obvious? :)
Like I said dunno if I missed anything obvious, but I got it working by: 1. Starting with the 3D URP template (importing URP after the fact seems like a mess since there is no automatic wizard like with HDRP. I have very little experience with the SRP's so I dunno. This seemed like the most straight forward approach at least) 2. Importing the project files 3. Adding the Cinemachine package 4. Removing "using UnityEngine.Experimental.Rendering.LWRP;" from ItemWorld.cs and Player.cs 5. Disabling the Unit Animator component on the pfUnit prefab After doing all of that it seems to be working the same as shown in this video. So wasn't as hard as it initially appeared. I've just stayed clear of anything SRP so it wasn't immediately obvious to me that other people were in fact using them. The project is lacking all the polish seen in this video though, but that may just be due to using commercial assets or because that's something you're saving for the paid course. Or it's just how you do things - a take it or leave it kind of deal. :p Anyway cool looking project and channel. I enjoy browsing projects like these to try and reignite some passion for Unity game development after being away for long enough for all my preexisting projects to appear insurmountable.
It depends on what project you load them onto. In order to keep the file size small I include only the necessary project files, rather than the entire project folder with all the project settings. I have an "empty" project where I always test importing the project files before uploading them, that "empty" project is set up with a bunch of basic packages which I mention in the download page, so it has URP setup and it has Cinemachine and and the standard 2D packages, on some projects also Animation Rigging or whatever else I'm doing in that project. Yup the "lack" of polish is because I did not make the assets so I can use them in the video (since I bought them myself) but I cannot distribute them. All the project files are like this one, it's mainly meant to be all the code pre-written so you don't have to write it yourself while pausing the video, you can see the project in action and inspect all the source code, or if you're following the tutorial and you come across some error you can compare directly with the project files to see where you went wrong. The project files are Patrons only just for the first 5 days, after that they are free for everyone. So since they are free I cannot really afford to provide extra support or spend tons of time making the package super easy to use like I do with my proper Asset Store assets.
Looking forward to the course, have been interested in making a game in that style for a long time. Something to consider for the Turn-Based Strategy Course, or for a video, is how to make good looking UI that takes advantage of tweening for animations.
For assets, are you using the Synty Polygon Prototype pack? Also, you refer to previous projects in the course video; do I need to watch those separately or are they rolled up in the new course (grid, combat etc.)?
@@CaptPellew What do you mean easier? That pack only has the visuals, doesn't have any of this logic. A small portion of that asset pack is included in the course
Hi Hugo, I am curious about 1) how old you are, 2) when did you start coding, and 3) when did you start using Unity. I have a degree in Comp Eng, comfortable with coding, but feel a bit old and want to know if I can succeed in game programming.
I made a really nice video covering my entire game dev journey unitycodemonkey.com/video.php?v=0zscPf_U1VY Basically I'm 34, started programming when I was 10 so almost 25 years, and switched from Flash onto Unity in the end of 2012 You're never too old! As long as you have the desire to learn you can learn anything!
I don't cover that in the course since it's already super long but you can definitely do that, I made it in the house building system video unitycodemonkey.com/video.php?v=Cdcn6uK9gPo The only tricky part is connecting the Pathfinding with some links
Curious error. On implementing the unit selected visual, it throws an error saying. "No mesh is attached to unit"...but it still runs and the selected unit visual mesh does render? So every time, I switch units, I get the error, but game runs as expected..very curious?
Thanks for these videos, it really helps motivating others, it shows that a lot of things are possible, Can't wait for the course to come out. I really wanted to ask if the grid system had some documentation other than the video as i like to read the documentation more than the video Thanks for the great effort
There's no documentation since I didn't plan the Grid System ahead of time, I just started making the videos and kept building on it. But it's pretty simple so if you watch the playlist and read the code you should be able to understand it.
I'd like to ask you one thing. I'm looking forward to enrolling in your Udemy course, the "Ultimate Unity Overview (50+ Tools)". Since I've worked with most of them, Are you planning to add new lectures/topics to the course? If yes, can you share the incoming topics? One more thing, one ECS course would be amazing.
Yes I'm planning to continuing to update it for a long time, I wanted to have one more update out already but these past 3 months have been insanely busy with other projects, hoping to get the next update done within the next 2 months. A lot of people were asking about Addressables and Unity Remote Config so I'll probably tackle those topics. When ECS reaches 1.0 yup I absolutely will be making a full course on that!
@@CodeMonkeyUnity awesome, it exciting to know about your plan including addressables and remote config. I'd be joining soon. See you there and thanks a ton for sharing all the knowledge with us. Highly appreciate the effort
Are you doing a course? I think thats great! Im looking forward to. Is it possible to invest a little more time in the grid initially? There are some videos on your channel about this, but i cant get it into my head, espacially with the 3D grid.
Yup, the Grid that I built on those videos wasn't really planned ahead of time so the videos can be a bit tricky to follow. In the course I will be building it completely from scratch so it should be much easier to understand and learn how it works.
Thanks for your work i will try to use it as base for my work, but I think it's should be better to share the projet not only unitypackage, there is a lot for work (adding upr etc etc) before launching game. And the function "end turn" is bug you can turn off ennemy turn is you click on it :D
Great video! I'm looking forward to the course. Do you know if you plan on covering the grid generation where it automatically detects crates and sets the grid cell to unwalkable or will that part need to be manual?
Yup that part will be automatic just like I did in this demo. Basically it goes through every single grid position and fires a Raycast, if it hits something (if there's a wall/crate with a collider on that grid position) then it's unwalkable, if not it's walkable
you should make a 2d pathfinding asset or an idiot proof paid tutorial. I would pay for that. 2d A-star pathfinding implemented in my projects would be awesome. Love your work btw.
I did do a 2D Pathfinding tutorial here unitycodemonkey.com/video.php?v=alU04hvz6L4 And if you want a proper asset I can recommend this one unitycodemonkey.com/video.php?v=46qZgd-T-hk
I was trying to run the project files and am getting a strange error. I assume there is something I have forgotten to add. The game screen is filled with the pink (I don't know what to render here) color. I get the following error: "Animator is not playing an AnimatorController UnityEngine.Animator:SetFloat (string,single,single,single) UnitAnimator:Update () (at Assets/XCOM_Prototype/Scripts/UnitAnimator.cs:38)" It shows repeated errors for lines 36, 38, and 44. when I check the game object, it shows the animator: controller as: None (runtime animator controller)...that does not seem correct to me...did I forget to add a package? Any suggestions?
I have a very similar game, but with a slightly more complex system, where you can choose a combination of actions per turn. At the moment, the character logic code has too many dependencies, connecting all parts of the game system like health, energy, cooldowns, abilities, etc. I'll take a look at your solution, maybe it will help me make code cleaner.
Yup, with a complex design like that you absolutely need to spend some time just thinking of the code architecture otherwise it becomes a huge mess really quickly.
Sort of in the middle, so I will assume you know Unity and C# basics (what is a transform, what is a function) but for more intermediate concepts like Interfaces/Generics I will explain them before I use them
The floors around walls are a bit odd with them either being in full light or full shadow on both sides of the wall, would a floor grid offset from the real grid fix that? (which I believe would also make it easier to have multiple rooms with different floor textures.)
when you reuse classes in different projects, how are doing that? via importing them as a unity package? If you could make a video/explanation on that or link a reference that would be much appreciated. Ill check out your new course when its done.
You just include the .cs files in the project folder, the base project that I use for my tutorials contains pretty much all classes and all code I've written in all tutorials.
Id like to start writing some reusable code as well, just not sure if using dlls or a unity package or as you said, adding the .cs file to the project folder is best? Probably simply adding them is easiest.
@@CodeMonkeyUnity That is awesome news! According to your link, it should be available around mid-May, so is it fair to say that it is close to being done? You do awesome tutorials, btw
The Grid uses Generics so each Grid Position has a class with a Unit field, as Units move they update the underlying grid when they change grid position. ua-cam.com/video/8jrAWtI8RXg/v-deo.html
@@CodeMonkeyUnity do generics include lists? e.g dropping mines in a location needs two entities in the same location. In JS I include a list reference for contents of each location, null if empty… also helpful if your game allows units to pass each other in the same square
Not sure on the complete feature set yet, how many features I add will depend on the length of the course. I want to make sure the base is really solid and easily expandable and then I can possibly do updates adding more features.
Why not? If you want to learn a specific thing in more detail then I have a full length video covering just that topic. How is that a bad thing? That's how game development works, you build systems on top of systems, you don't start from scratch every single time.
Yes, I completely agree, that is the way development and actually learning in general should work. To clarify, I also like that you mention your prev tutorials in videos, great for traffic on channel and for begginers to follow as well. However, in this video there were too many of these and it felt like video full of ads. Also, sorry for a bit rude first comment, had a bad day :(. I love your work and it kept me motivated in beginnings with game dev.
It really depends what exactly I'm building, for making a health system I can build that with my eyes closed, but for this project I also had some Vector math I needed to do that I didn't remember so I had to look that up.
Because this was the original prototype, there's a ton of work required to turn a self-made prototype into a complete course. So for the course I changed a few things and went with a more general design (like interact actions) instead of a XCOM specific design. But you can download the project files for this project, if you followed the whole course you should be able to easily understand all the extra features on this course (cover, overwatch, fog of war, etc)
I want ask can u share how to make mobile gacha game but strategy like xcom if can't it's ok I should watch this and also any recommended free unity software?
@@CodeMonkeyUnity Yes, I have studied this video, but the effect of your project is very different. If you save binary files, load, edit, and apply the project, there are too many knowledge points, which is too difficult for beginners, the teacher should put this A revolutionary course to teach everyone to change the world
nice game result you got there good job. i have a question about bug/glitch reporting, is there a method/class in unity that collect information about the current situation for the game example: i want to create a button for the player to be able to send a report for me if a bug encounter/game crash, and this report by default contain like(OS version, System spec, Driver version, game version, etc) addition to the information the player add. do i have to make a function that do all this or there's a built in function can assist me in this task. thanks in advance
There is Unity Cloud Diagnostics which helps you see what errors happened and if the game crashed and what happened to it unity.com/products/cloud-diagnostics Alternatively you also have just normal analytics which you can record anything you want ua-cam.com/video/3jDD-E1OUkc/v-deo.html
That's actually something I'm planning to cover in a full tutorial! Basically there's an invisible object in the scene, then the cinemachine virtual camera is following and looking at that object with an offset above and behind (0, 10, -5) As the object moves and rotates the camera follows
💬 Here's a really awesome project that I made, it's a Turn-Based Strategy Action game very much inspired by the likes of XCOM.
🎮 Interested in a Turn-Based Strategy Course? Sign up here! unitycodemonkey.com/interestedtbscourse.php
✅ Get the Project files unitycodemonkey.com/video.php?v=ezlkGhFBrmg
🔴 RELATED VIDEOS 🔴
Awesome Grid Building System! (City Builder, RTS, Factorio, Survival) ua-cam.com/video/dulosHPl82A/v-deo.html
Making an XCOM-like! LIVE! ua-cam.com/video/FPTDXiZYFeg/v-deo.html
Grid System in Unity (How to make it and where to use it) ua-cam.com/play/PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722.html
How to get Mouse Position in 3D and 2D! ua-cam.com/video/0jTPKz3ga4w/v-deo.html
My Game Dev Journey (40+ Games! | mIRC to Flash to Steam) ua-cam.com/video/0zscPf_U1VY/v-deo.html
Grid Combat System! (Turn-Based, XCOM) ua-cam.com/video/mONHucoYASU/v-deo.html
A* Pathfinding in Unity ua-cam.com/video/alU04hvz6L4/v-deo.html
Ultimate Unity Overview (50+ Tools and Features Explained!) ua-cam.com/video/Hd6K7mfXt08/v-deo.html
Instantly make your GAME look GREAT! | AO ua-cam.com/video/vK8zHCwH6oc/v-deo.html
Animation Curves are Awesome!!! ua-cam.com/video/roWiGo1Hpfk/v-deo.html
assetstore.unity.com/packages/3d/props/exterior/polygon-prototype-low-poly-3d-art-by-synty-137126?aid=1101l96nj&pubref=xcomprototype
Creating an XCOM like game is my dream project, this video is so helpful and motivational at the same time.
Sir,
I already bought all of your udemy courses.
It was the first time i ever finished a course because finally a paid courses where the teacher isn't just copy pasting code or telling us to IMPORT and already made package wich WE could found on the asset store.
You raised already the whole youtube dev content quality, you literally DESTROYED every other udemy course. I feel like i know everything about the scriptable object with the "" tower defense "" course i followed and completed.
I have to thanks you and also, you can't imagine how hyped i'm for this new course.
I don't know what it's gonna mean for you, but you brought to someone like me, who doesn't like to learn ( lazy boyyy) the Real passion for it. Even when you do some content that i will never use, i still watch, listen and most important Learn.
Thanks you sir, from the bottom of my hearth your content is a gold mine ❤️
I'm really happy you enjoyed my courses, congrats on completing them!
Best of luck in your learning journey!
It is great that you use the old code of yours. This is a great real life example on how small, well written and documented code can be used again to save a ton of lifetime.
Something every programmer should learn early.
I bought your course and finished it. These project files come very handy to expand on the course. Thanks!
Nice! I hope you learned a ton!
I can hardly wait for the Turn-Based Strategy Course!
I'm working like crazy on it, almost done!
About the AI. I am currently making a card game and what card combinations to play made the AI very complex and unmanageable.
So I came up with the following AI logics:
* Simulate random actions 50 times
* Each time, look at the end result of the board and calculate a score based on it.
* Label the set of actions with the score
* After all simulations, pick the set of actions which had the best result score value.
It is very simple but has stunning results. With my AI playing complex card combinations which suit the situation very well.
I think that AI logics suits this game also, hence me sharing it!
PS: LOVE the video. Great job! Your videos are always of the best quality in every aspect and I learn a lot from them!
Yup that's a great method, the issue is the performance cost in simulating all of that but if the simulation is simple then it can work great.
You can also easily add difficulty by making the AI pick the best move in Hard Mode and maybe the 10th best move in Easy mode
That is awesome! Thank you so much for sharing the code for that. I ve been wanting to make something like this since i started messing with Unity but i felt a bit intimidated! Now i can finally get a taste of how you made this work.
Really hyped for the course, its a genre i m really intersted learning more about
I'm currently on section 5 of this course, and it's one of the best Unity courses I took so far.
It's especially good if you already did one or more Unity courses and you are already tired of those courses teaching you the same thing over and over again.
I'm learning a lot of new useful concepts with this one!! Couldn't recommend it more!
I'm glad you're enjoying it! Thanks!
Damn, in 30 hours I made 4 spheres rotate around a bigger sphere , and when I click on one the camera zooms in and starts following it, and when I stop selecting spheres the camera returns to the position it was before zooming in. Ah, I almost forgot, if the camera is not zoomed in I can move it around by moving the mouse to the edge of the screen. Great success. You could probably do it while you wait for your coffee to be made.
Heh experience is always the key! My first game was much simpler and took much longer!
Just purchased the course!
I hope you like it!
Consider the course bought. Very interesting topic and thank you for the video!
Really good video! I haven't subscribed to you for long but I already love your content!
I'm glad you like the videos! Thanks!
Do you bookmark the channel link? 🤣🤣
I was researching what course would I do next. Now I'm totally sure this is it!
Been looking forward to seeing the end result of this for a while. Looks great! I’m curious what your approach might be to adapting your grid system to allow for different heights, like climbing on top of the boxes or buildings. Would you do multiple layers of grid and only activate the tiles that are over terrain or keep a single grid and store the y value for each grid position somehow?
For that I would use multiple grids for each height level, that's exactly what I did in the House Building System which supports buildings with multiple floors ua-cam.com/video/Cdcn6uK9gPo/v-deo.html
Pathfinding is the trickier part, need to handle creating links between the levels.
@@CodeMonkeyUnity very cool, thanks for the response! Looking forward to checking out the course when it’s available.
I really wish there was more in the market for Xcomlike games. Just imagine Halo, Call of Duty, Borderlands, Star Wars, Titanfall, Cyberpunk, and many more. There's some buildup of content with the likes of Gears of War and Chaos Gate, but not nearly enough.
This is really cool I'm currently working on my own Turn based game in Unity DOTS and this should be a great help, thanks.
I've been really hoping for a tutorial like this. I've been planning out a project in my head for a while and this has given me a bunch of inspiration to really go for it in the future :D
xcom2 will be free from april 4 -april 12 in Epic store. Awesome opportunity to buy the game, play it and the try to make it/ learn to make it along with this course
great video and I look forward to checking out the course when you release it :D
Wow! From your voice alone I would've never guessed you literally look like the gigachad himself.
Awesome announcement!!!
Storing actions into a class is a good idea. I'm currently making enemies, each with different attacks, and wondering if their attacks should be added into an enemy class.
If you have lots of different attacks with different logic then yup it definitely helps to put each in it's own class, otherwise your Enemy class will be 1000 lines long
Yes Yes Super excited to get working on the course! Great work
XCOM is my favorite game. Thank you for teaching this!
So pumped for the course! This genre is perfect for it!
Hi! Basically first time viewer here, and also I'm one of those scumbags who joins Patreons just to download project files, but I'm curious if we're left to our own devices in figuring out what to do with your project files or if this is unique to this project because you're also making a paid course based on it?
Seasoned Unity developer here, but looking at these project files it seems like it will take some effort to get them to "work". Curious if this is just how you normally do it or if I've missed something obvious? :)
Like I said dunno if I missed anything obvious, but I got it working by:
1. Starting with the 3D URP template (importing URP after the fact seems like a mess since there is no automatic wizard like with HDRP. I have very little experience with the SRP's so I dunno. This seemed like the most straight forward approach at least)
2. Importing the project files
3. Adding the Cinemachine package
4. Removing "using UnityEngine.Experimental.Rendering.LWRP;" from ItemWorld.cs and Player.cs
5. Disabling the Unit Animator component on the pfUnit prefab
After doing all of that it seems to be working the same as shown in this video. So wasn't as hard as it initially appeared. I've just stayed clear of anything SRP so it wasn't immediately obvious to me that other people were in fact using them. The project is lacking all the polish seen in this video though, but that may just be due to using commercial assets or because that's something you're saving for the paid course. Or it's just how you do things - a take it or leave it kind of deal. :p
Anyway cool looking project and channel. I enjoy browsing projects like these to try and reignite some passion for Unity game development after being away for long enough for all my preexisting projects to appear insurmountable.
It depends on what project you load them onto. In order to keep the file size small I include only the necessary project files, rather than the entire project folder with all the project settings.
I have an "empty" project where I always test importing the project files before uploading them, that "empty" project is set up with a bunch of basic packages which I mention in the download page, so it has URP setup and it has Cinemachine and and the standard 2D packages, on some projects also Animation Rigging or whatever else I'm doing in that project.
Yup the "lack" of polish is because I did not make the assets so I can use them in the video (since I bought them myself) but I cannot distribute them.
All the project files are like this one, it's mainly meant to be all the code pre-written so you don't have to write it yourself while pausing the video, you can see the project in action and inspect all the source code, or if you're following the tutorial and you come across some error you can compare directly with the project files to see where you went wrong.
The project files are Patrons only just for the first 5 days, after that they are free for everyone. So since they are free I cannot really afford to provide extra support or spend tons of time making the package super easy to use like I do with my proper Asset Store assets.
This is sooo cool!!! Definitely something im interested in!!!
I love this! I got three more games before I can proceed to make one like it!
Go for it! Best of luck in your learning journey!
Looking forward to the course, have been interested in making a game in that style for a long time.
Something to consider for the Turn-Based Strategy Course, or for a video, is how to make good looking UI that takes advantage of tweening for animations.
Great news. Maybe in the course you also show how to create a grid visual not by spawning multiple prefabs but by creating a shader?
I did make the whole grid visual in a single object previously ua-cam.com/video/mZzZXfySeFQ/v-deo.html
Cool, grids are insanely useful, we are waiting for the course!
For assets, are you using the Synty Polygon Prototype pack? Also, you refer to previous projects in the course video; do I need to watch those separately or are they rolled up in the new course (grid, combat etc.)?
Yes I'm using that pack. In the course all of that is built from scratch
@@CodeMonkeyUnity Would it be easier if I just buy the asset?
@@CaptPellew What do you mean easier? That pack only has the visuals, doesn't have any of this logic. A small portion of that asset pack is included in the course
I might take the unity overview course first of course! But this is a whole new level!
Looks like it will be a great course. I already own your other courses on udemy, looking forward to this one.
Hi Hugo, I am curious about 1) how old you are, 2) when did you start coding, and 3) when did you start using Unity. I have a degree in Comp Eng, comfortable with coding, but feel a bit old and want to know if I can succeed in game programming.
I made a really nice video covering my entire game dev journey unitycodemonkey.com/video.php?v=0zscPf_U1VY
Basically I'm 34, started programming when I was 10 so almost 25 years, and switched from Flash onto Unity in the end of 2012
You're never too old! As long as you have the desire to learn you can learn anything!
Waiting for the course :) If everything is well by when it comes out, consider me in.
Very nice video, thank you very much. Are there any plans to implement a 3D grid, so for example multiple floors in a building can be supported?
I don't cover that in the course since it's already super long but you can definitely do that, I made it in the house building system video unitycodemonkey.com/video.php?v=Cdcn6uK9gPo
The only tricky part is connecting the Pathfinding with some links
@@CodeMonkeyUnity Thank you.
he must have played xcom - 99% misses are definitely a thing :-/ - great stuff as always 👍
ayy nice new intro with the award up top!
Heh yup I'm really proud of that! Really happy that people enjoy the videos and voted for me!
Cant wait for the course
Curious error. On implementing the unit selected visual, it throws an error saying. "No mesh is attached to unit"...but it still runs and the selected unit visual mesh does render? So every time, I switch units, I get the error, but game runs as expected..very curious?
Thanks for these videos, it really helps motivating others, it shows that a lot of things are possible,
Can't wait for the course to come out.
I really wanted to ask if the grid system had some documentation other than the video as i like to read the documentation more than the video
Thanks for the great effort
There's no documentation since I didn't plan the Grid System ahead of time, I just started making the videos and kept building on it.
But it's pretty simple so if you watch the playlist and read the code you should be able to understand it.
@@CodeMonkeyUnity Thanks anyway for the great effort put in all of your videos.
I'd like to ask you one thing. I'm looking forward to enrolling in your Udemy course, the "Ultimate Unity Overview (50+ Tools)".
Since I've worked with most of them, Are you planning to add new lectures/topics to the course? If yes, can you share the incoming topics?
One more thing, one ECS course would be amazing.
Yes I'm planning to continuing to update it for a long time, I wanted to have one more update out already but these past 3 months have been insanely busy with other projects, hoping to get the next update done within the next 2 months. A lot of people were asking about Addressables and Unity Remote Config so I'll probably tackle those topics.
When ECS reaches 1.0 yup I absolutely will be making a full course on that!
@@CodeMonkeyUnity awesome, it exciting to know about your plan including addressables and remote config. I'd be joining soon. See you there and thanks a ton for sharing all the knowledge with us.
Highly appreciate the effort
Definitely looking forward to this one.
Are you doing a course? I think thats great! Im looking forward to. Is it possible to invest a little more time in the grid initially? There are some videos on your channel about this, but i cant get it into my head, espacially with the 3D grid.
Yup, the Grid that I built on those videos wasn't really planned ahead of time so the videos can be a bit tricky to follow.
In the course I will be building it completely from scratch so it should be much easier to understand and learn how it works.
Thanks for your work i will try to use it as base for my work, but I think it's should be better to share the projet not only unitypackage, there is a lot for work (adding upr etc etc) before launching game. And the function "end turn" is bug you can turn off ennemy turn is you click on it :D
SUPER interested )
Great video! I'm looking forward to the course. Do you know if you plan on covering the grid generation where it automatically detects crates and sets the grid cell to unwalkable or will that part need to be manual?
Yup that part will be automatic just like I did in this demo. Basically it goes through every single grid position and fires a Raycast, if it hits something (if there's a wall/crate with a collider on that grid position) then it's unwalkable, if not it's walkable
@@CodeMonkeyUnity Great, that makes sense. Thanks for your reply. I actually can't wait for it to release. Has anyone built a time machine yet?
you should make a 2d pathfinding asset or an idiot proof paid tutorial. I would pay for that. 2d A-star pathfinding implemented in my projects would be awesome. Love your work btw.
I did do a 2D Pathfinding tutorial here unitycodemonkey.com/video.php?v=alU04hvz6L4
And if you want a proper asset I can recommend this one unitycodemonkey.com/video.php?v=46qZgd-T-hk
I was trying to run the project files and am getting a strange error. I assume there is something I have forgotten to add.
The game screen is filled with the pink (I don't know what to render here) color.
I get the following error: "Animator is not playing an AnimatorController
UnityEngine.Animator:SetFloat (string,single,single,single)
UnitAnimator:Update () (at Assets/XCOM_Prototype/Scripts/UnitAnimator.cs:38)"
It shows repeated errors for lines 36, 38, and 44.
when I check the game object, it shows the animator: controller as: None (runtime animator controller)...that does not seem correct to me...did I forget to add a package?
Any suggestions?
If it's pink, install URP
What code is throwing that error? Assign a animator controller, I'm pretty sure I included it in the package
The first shoot and miss at 15:00, with 78%, proved that this game is as close as possible to X-COM
I have a very similar game, but with a slightly more complex system, where you can choose a combination of actions per turn. At the moment, the character logic code has too many dependencies, connecting all parts of the game system like health, energy, cooldowns, abilities, etc. I'll take a look at your solution, maybe it will help me make code cleaner.
Yup, with a complex design like that you absolutely need to spend some time just thinking of the code architecture otherwise it becomes a huge mess really quickly.
Based of what you made up untill now, is this course target to beginner level or intermediate?
Sort of in the middle, so I will assume you know Unity and C# basics (what is a transform, what is a function) but for more intermediate concepts like Interfaces/Generics I will explain them before I use them
Can you make a video about your mobile games ad earnings.
I haven't made any Mobile games so I don't have any data on that topic
hello teacher, do you have any private group to join for learning how to make a game step by step, event payment...
I have my complete courses which are step by step and where I answer all the questions posted every day unitycodemonkey.com/courses.php
I am attempting something similar in UE5. Any tips ?
Well ok, that nice drop in the Ende.
Mate sign me up!
In the grid course please can you cover how to take your existing system and utilize it for isometic style? Thanks Codemonkey!
thanks so much !!!!!!
Hi when will this course be released O.O looking forward to it
I'm right on the finishing stage, should be out next week!
Will it be available on Udemy?
Yup!
The floors around walls are a bit odd with them either being in full light or full shadow on both sides of the wall, would a floor grid offset from the real grid fix that? (which I believe would also make it easier to have multiple rooms with different floor textures.)
Thank you i always wanted to do this type of game!
that was great
i want to be in your level one day
Keep learning and keep building things, you'll get there! Best of luck!
Thank you so much!
when you reuse classes in different projects, how are doing that? via importing them as a unity package? If you could make a video/explanation on that or link a reference that would be much appreciated. Ill check out your new course when its done.
You just include the .cs files in the project folder, the base project that I use for my tutorials contains pretty much all classes and all code I've written in all tutorials.
Thanks.
Id like to start writing some reusable code as well, just not sure if using dlls or a unity package or as you said, adding the .cs file to the project folder is best? Probably simply adding them is easiest.
You are my hero! :D
What version of Unity is your game made in? Also, is there a paid course that goes through this process in slow time?
Yes I'm currently working on the Step by step course making this game, I'm using 2022.1 unitycodemonkey.com/interestedtbscourse.php
@@CodeMonkeyUnity That is awesome news! According to your link, it should be available around mid-May, so is it fair to say that it is close to being done? You do awesome tutorials, btw
@@CaptPellew The course is fully written and I'm in the middle of recording so yes I'm close to done, hopefully by the end of this month
If I study this, can I apply it to 2D tactics games?
Sure, you can just swap XZ for XY in the GridSystem and you have a 2D game unitycodemonkey.com/courses.php?c=turnbasedstrategy
Amazing, I hope You put si intermediate to advanced
How did you associate each enemy/player/box to a tile? (One day I will take a look at the project files and see for myself)
The Grid uses Generics so each Grid Position has a class with a Unit field, as Units move they update the underlying grid when they change grid position. ua-cam.com/video/8jrAWtI8RXg/v-deo.html
@@CodeMonkeyUnity do generics include lists? e.g dropping mines in a location needs two entities in the same location. In JS I include a list reference for contents of each location, null if empty… also helpful if your game allows units to pass each other in the same square
Will the full course have the same features as shown in the video or maybe a few more like status effects?
Not sure on the complete feature set yet, how many features I add will depend on the length of the course. I want to make sure the base is really solid and easily expandable and then I can possibly do updates adding more features.
@@CodeMonkeyUnity Sounds good, my card is ready 😂
awesome
Appreciate video, but please, next time withou reference to your prev videos every minute
Why not? If you want to learn a specific thing in more detail then I have a full length video covering just that topic. How is that a bad thing?
That's how game development works, you build systems on top of systems, you don't start from scratch every single time.
Yes, I completely agree, that is the way development and actually learning in general should work.
To clarify, I also like that you mention your prev tutorials in videos, great for traffic on channel and for begginers to follow as well.
However, in this video there were too many of these and it felt like video full of ads.
Also, sorry for a bit rude first comment, had a bad day :(. I love your work and it kept me motivated in beginnings with game dev.
Hey Code Monkey I had trouble with clicking the link and opening this youtube page. It errors as an unsafe site.
Opening youtube.com? Or my own website? That's odd, both should be using HTTPS
@@CodeMonkeyUnity from the link in the email you sent out for this video.
What percentage of code do you write without looking it up?
It really depends what exactly I'm building, for making a health system I can build that with my eyes closed, but for this project I also had some Vector math I needed to do that I didn't remember so I had to look that up.
U used the Synty prototype assets,right:)?
Yup!
Thank you so much. I have a question which is a little bit out of the subject.
How to publish Flash games on Play store?
It's been a very long time since I used Flash, I would assume you need some sort of wrapper for it but not sure what
Hey codemonkey do you know any gamedev idea bot air something
Not sure what you mean by "gamedev idea bot air something", a game idea bot? If you google you find a bunch of game idea generators.
Awesome
mega cool video thank you
This is a very good video.
Hello Codemonkey, are you activly working on some game, you could release?
Not yet but I am planning to do exactly that for the second half of this year!
Why all features we see on this video aren't on the Course ?
Because this was the original prototype, there's a ton of work required to turn a self-made prototype into a complete course. So for the course I changed a few things and went with a more general design (like interact actions) instead of a XCOM specific design.
But you can download the project files for this project, if you followed the whole course you should be able to easily understand all the extra features on this course (cover, overwatch, fog of war, etc)
Would it be possible to replicate this with unreal engine? I've been setting up an RPG and this is precisely the kind of combat I wanted for the game.
Sure that's possible, the game XCOM 2 is indeed made with Unreal.
@@CodeMonkeyUnity I just wonder how they did it, as sadly not much documentation or walkthroughs of setting up that code.
Can we launch the game
this is just too good
I want ask can u share how to make mobile gacha game but strategy like xcom if can't it's ok I should watch this and also any recommended free unity software?
very helpful, thank you for the tutorial, it helps me a lot to develop my game from your tutorials.
Hello,
I realy want to take your courses. But it is very expensive because of the exchange rate difference in my country. Can you help with this.
Can the teacher give a complete tutorial of your 2d animation system? I think that's a revolutionary tutorial
It's all based on dynamic meshes, I covered the basics here ua-cam.com/video/11c9rWRotJ8/v-deo.html
@@CodeMonkeyUnity Yes, I have studied this video, but the effect of your project is very different. If you save binary files, load, edit, and apply the project, there are too many knowledge points, which is too difficult for beginners, the teacher should put this A revolutionary course to teach everyone to change the world
Will you sale on udemy too?
Yup the course will be on Udemy
nice game result you got there good job.
i have a question about bug/glitch reporting, is there a method/class in unity that collect information about the current situation for the game example: i want to create a button for the player to be able to send a report for me if a bug encounter/game crash, and this report by default contain like(OS version, System spec, Driver version, game version, etc) addition to the information the player add. do i have to make a function that do all this or there's a built in function can assist me in this task.
thanks in advance
There is Unity Cloud Diagnostics which helps you see what errors happened and if the game crashed and what happened to it unity.com/products/cloud-diagnostics
Alternatively you also have just normal analytics which you can record anything you want ua-cam.com/video/3jDD-E1OUkc/v-deo.html
Cool video ! How did you implement RTS camera movement?
That's actually something I'm planning to cover in a full tutorial!
Basically there's an invisible object in the scene, then the cinemachine virtual camera is following and looking at that object with an offset above and behind (0, 10, -5)
As the object moves and rotates the camera follows
@@CodeMonkeyUnity thank you :)
very interesting
Where can I see your streams?
They are all in this playlist ua-cam.com/play/PLzDRvYVwl53t4ocaP2Gl-L-QWwW16TMWU.html
very nice
Noted.
Please male a game in 1 hour and show it please 🥺
A long time ago I actually made a game in 10 minutes! ua-cam.com/video/uMohD4SuUpE/v-deo.html