Try out the SA Tool Manager! Patreons get extra free tools!
Action Points Turn Based Game
In this course we will cover the ins and outs of making an action point oriented turn based game. Inspired by the classics such as Jagged Alliance 2 (including 1.13).
This series is a "from scratch" series. We will develop the entire game and write all scripts together in the video.
Course contains 17 lessons.
In the first part we will see how to create a grid and setup A* (aka A star) pathfinder.
In the second part we will continue modifying our grid while introducing our units and animations. Plus a bit of camera work
This part focuses on Serialization. In short, we are going to modify our level's grid and see how we can save/load it.
To make our life easier, we are going to build a system that will allow us to modify levels right in the editor and without having to be in Runtime mode. A huge time saver.
In this part we will develop the stats for our units that will also calculate their base action points and more.
In this part we are going to create a database that will host all the different settings each character is going to have, effectively giving character to our characters.
In this part we are going to do a few changes in our UI logic while inlcude a system for having tooltips over UI elements. Plus a few bug fixes here and there.
On this part we are going to build our inventory setup and talk about our approach with scriptable objects
We are going to play dress up with our mercs and also build a system to dynamically load weapon models.
On this part we are going to tailor the visual part for our weapons, mostly for cosmetic purposes but we will eventually utilize this a bit more
In this part we are going to revise the way we handle our resources making it more modular.
Sticking with our OOP approach, we are going to see a few examples of non depend functions.
Creating a level is interesting, having to paint data on it isn't. Let's explore techniques to automate the chores
Let's add one more dimension to our auto grid, plus scale differences.
Let's start reading data from our created level.
Let's visualize our grid and see how to add additional logic, such as positions between tiles ?! Far out man, far out...
Let's make unique positions on our grid that also house more properties into them.