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  • What is up?

  • Guys fought here here from awesome dudes dot com.

  • Whoa!

  • Haven't said that in a while.

  • Anyways, Before we start creating anything, I am going to preview the game that we're gonna create.

  • So I'm gonna hit the play button and you will see now that we have our warriors, that they will fight each other.

  • Don't mind the buttocks that you can see from the character.

  • So you see the enemies chasing us in trying to attack us.

  • Actually, he hit me.

  • Pay attention to the health bars at the top, left and top right corner.

  • And by the way, I can hold the shell like this.

  • When I hold the shield, he is not able to attack.

  • And now, when I lowered the shield, he won't be able to attack.

  • You can hear the public behind in the back and let me just up the bottom of it.

  • You can hear them cheering.

  • They like when blood is spent.

  • Anyways, I'm going to attack the enemy.

  • And as you can see, I am dealing more damage because, hey, I don't want to lose in the game that I'm creating.

  • I don't want to embarrass myself And when his help gets to zero, basically, I have to give him two more times.

  • So one more time back.

  • You see?

  • Now he is that.

  • And while I have one and the enemy's health is zero, as you can see at the top, right corner.

  • Basically, this is the game that we're gonna create.

  • We have Millie battle systems.

  • Something we did not do before.

  • We have enemy.

  • Aye.

  • Aye.

  • That enemy can detect where the player is, and it will chase the player.

  • Also.

  • When the player goes away a little from the enemy, the enemy starts chasing the player again.

  • So let's start treating this.

  • I'm in a new project.

  • Let me close this one because I don't want it to be open.

  • Let me close it like this.

  • So right, click here.

  • And finally it's closed.

  • Anyways, this is our project here.

  • We have our samples, and this is a new three project by the waist.

  • You're simply going to go and create a new three D project.

  • Name it.

  • However you want to name it.

  • I named this one warrior fight game.

  • This sample scene, I'm going to change the game plane just so I like to name things correctly and we're going to import the assets.

  • By the way, the assets and the complete project are available for you to Donald Link is in the description below.

  • So select all of these assets model sounds, textures.

  • And you I and simply Dragon drop them right here.

  • Inside of unity.

  • Off course.

  • It will take a moment or two for unity to load all of this.

  • You know the procedure.

  • It takes some time to important three D assets And, uh, yeah, while we wait, I can seem to you or we can stop the video.

  • Let's actually try to sing it.

  • No, I I'm just getting going to stop you Come back when everything is finished.

  • Finally, unity took mercy upon us and it has imported all the assets and we can start building our game.

  • The first thing that I want to do is create the terrain or the ground where we're going to stand for that.

  • I'm simply going to right click here in the hierarchy panel and go under three the object and create a simple cube while this is artery.

  • Now, of course not this cue.

  • We're not gonna stand on a cube.

  • Actually, we are.

  • But I'm going to resize it and I'm going to call it ground for the skill X.

  • I'm going to see 100 for scale White 0.1 because I want to make it.

  • You know, Tin like this.

  • I don't want to make it.

  • You know, Lar, I don't know what's opposite of 10.

  • Don't judge me.

  • Anyways, I'm going to say here Z 100 as well.

  • While this is what we have is going to be artery.

  • Of course it is not pretty at all.

  • I don't want this whiteness tearing my eyes apart.

  • So if you pay attention here inside of the folders or the assets that we have important we have textures inside of textures.

  • We only have this grass texture If I open, this is the grass that basically this somebody took a shot in his backyard.

  • Anyways, what we're gonna do here is we are inside of the textures.

  • I'm going to right click and create a new material.

  • So here it is, right?

  • Click and creates again.

  • It's right.

  • Click and go under.

  • Create and material.

  • This is what we want.

  • And I'm going to call this one ground material and we're going to apply on the ground.

  • So now I can drag and drop this on the ground.

  • And this is how you make game objects look cool.

  • Basically, because pay attention to our ground.

  • It's white.

  • If I put this material on it, it's still wide, though.

  • But what I can do for example, this I can change the color to know red or dark or silver or what?

  • Ever.

  • But I can also drag and drop this grass inside of this albedo or albino.

  • I don't have my hell until here it is.

  • So if I take here as you can see, I have the grass and if I drag and drop it right here, it will this play that grass while on our ground.

  • While this is how you make things look good in unity and in three D.

  • But there is more to these materials and shakers Now, this is the first time I mentioned cheaters.

  • So what are Shader is basically a shader determines how that material or the texture that is applied to that material looks like.

  • So if I take here, pay attention, I have the standard Shader.

  • This is on the dropdown list right here.

  • So here it is.

  • I'm highlighting that with my highlights Will.

  • So when you click out that it's a drop down list and you can play with all the different shade er's you have built.

  • And of course, there are others that you can import from the assets over.

  • These are built in what I like to use this one unlit texture, and you see it's already a little bit different.

  • It's a little bit darker, so the grass looks a little bit darker in comparison.

  • Do what it looked like.

  • A moment go.

  • And I encourage you to experiment with these shader so that you can see their effects.

  • Not every shooter will make your material look good.

  • Maybe some will look bad.

  • Others will look better, but you can find that out if you experiment.

  • So, for example, if I go here, I don't know nature and say speed tree.

  • Maybe this will not make it look good.

  • Well, basically, it's a little lighter, and some shooters also have other fields here where you can add a texture, you can have a normal texture.

  • Now I'm not going to go into that.

  • That's a different topic, and I don't know too much about it.

  • But basically, when you combine these sections like a normal map, another texture, some other texture that come along with it, you make your material look or the game object that has the material look good.

  • Anyways, what you need to do is simply experiment with these.

  • Just experiment, tried him out and see different effects that you will get.

  • And that's how you learn the best.

  • Now moving forward, we have our ground.

  • And again, the scale X is 100 Z's 100.

  • Why is 1000.1?

  • Why?

  • Well, because the attention if I said the why, for example, of 100 I don't want this.

  • What the hell is this?

  • You see, we don't want this.

  • We only want our ground, so we want to make it look like a ground.

  • That's why I put the scales so that it's not too large on the white access.

  • So moving forward.

  • If I go back in assets and models, we have the arena here in side off the Models folder.

  • So in the Models folder we have the arena.

  • If I click here.

  • This is our arena.

  • If I drag and drop it, here it is.

  • This is the arena now, of course, it's too small.

  • So we need to resize it.

  • Make sure it is positioning 000 for X, Y and Z and I'm going to call it Battle Arena.

  • So this is the name of the game object and the scale for X, Y and Z is going to be 25 25 25 25.

  • And while our this is our arena, it already has materials applied on it.

  • If you click on the drop down list, you'll see all of these different game objects that are put together to make this arena.

  • If I deactivate some of them.

  • So let's try activities.

  • You see the effect if I deactivate him while they are gone.

  • So that is another thing if you can experiment.

  • But basically these are just three D models put to get put together to create this battle arena.

  • You can see here we have some people's spectating or whatever.

  • Yeah, this Wieder look at that weirdo.

  • Yeah, these do that.

  • Probably up to something.

  • Anyways, I don't know what I'm saying.

  • But this is our battle arena.

  • Now moving forward, we are going to import our character.

  • And here he is our warrior.

  • Now, one thing to note is this is a headless warriors If I drag and drop in here and if I go to him while this is a headless warrior like a headless woodsman.

  • But of course, we are going to make him with head.

  • So I don't know how you see had what's opposite of headless hand hand on us.

  • I don't know.

  • Anyways, this is our game objects.

  • What I'm gonna do is first of all, I'm going to take and rename itself from Body Underscore zero.

  • I'm going to rename it to war year.

  • Next, we need to apply this head on end.

  • So if you pay attention to the head now, it's too big.

  • We are not getting way.

  • We're not gonna do this to him many bit.

  • Did you do the head licking that?

  • We're not gonna do this to him.

  • We are going to resize the head a little, so I'm going to resize it.

  • Let's say here head is 111 actually, no.

  • So the head is gonna be 1.51 point five and 1.5.

  • Exactly.

  • So 1.5 for the head.

  • This is totally fine.

  • And we need you select the warrior click on this dropdown list.

  • Do you go through all of the elements that make him or took his body parts?

  • So click on the warrior than this.

  • B I P 001 click on that drop down list.

  • And again you have B I p 001 pelvis.

  • Click on that one.

  • And let me just resize this year.

  • Then we're gonna go under spine than spine want and spine to man.

  • This model is killing me.

  • Then we have the neck and right here we have the head.

  • So what you can also do is in the search bar.

  • If I take the highlight tool here, you have the search bar in the hierarchy panel.

  • You can also select the search bar and you can type here, for example, head and it will find it for you.

  • It's this one right here.

  • B i b 001 head.

  • So this is the part of the body that we need.

  • So now we're gonna drag and drop the head right here.

  • Normally, we don't have to do this because under models come with the head.

  • But this model is like this.

  • So what I'm gonna do is I'm going to resize it or actually reposition it.

  • Something to say.

  • Zero point 016 This is going to be for the X for the wind's gonna be 0.0 one to you and for dizzy It's gonna be negative.

  • Zero point.

  • Let's say here I was gonna leave it just a zero Just as you leave the sea at zero and I think his head is all is also still too big.

  • So yeah, this is OK.

  • And let's take here and resize the handle a bit So the scales gonna be point for seven for X Y and Z I think now it's okay.

  • So when you select the head said the scale to point for seven that is 0.474 x, y and z The position X X is gonna be negative 0.274 and why is gonna be 0.12 and yeah, this is where our head is going to be exactly, And it looks good.

  • Looks good, Actually.

  • Looks like it's already built on him anyways.

  • As I said, we're not gonna do this that often because most models come with the head.

  • But this one is like this and what we can do or yeah.

  • Anyway, select the warrior now.

  • And what I'm gonna do is I'm going to click on this ad component here, and we are going to filter for character controller.

  • This is a bill in controller that comes with unity.

  • Safe.

  • I selected here again.

  • It's under add component and filter here.

  • Character controller.

  • As I said, this is a built in controller, and I don't know if you can see the green things around him.

  • So, yeah, I turned off the ground and the ballerina so we can see this capsule thing around him.

  • Basically, this character controller comes with a collider and also comes with a rigid body in it, so we don't have to apply these things.

  • This green thing that you can see is a collider that's around our player.

  • So what we can do is we can reposition it, so I'm going to put it on my 0.96 and for the X I'm going to leave it, Z, I'm going to leave it.

  • A radius, however, is gonna be 0.25.

  • And while I you see the radius, it will resize that collider.

  • Now it could be a little lower.

  • I know, for example, points to one.

  • Yeah, and you can see now it is around our player well around the middle of him.

  • And this is, as I said, the character controller that we are going to use in order to make him move.

  • And by the way, let me just put him like this.

  • So if I put him like this and if I hit the play button, actually, where's my camera?

  • He is standing still.

  • Now, even though we have a rigid body, we have a velocity in our character controller.

  • We still need to apply gravity on him.

  • So we need to apply gravity and in order to apply gravity.

  • Basically, we do that the eye script.

  • So it's time to get our hands dirty.

  • Let's go back in the assets and right click here and create a new folder which I'm going to call scripts inside off the scripts folder we are going to right click and create our bullet here.

  • Move script.

  • And by the way, before we continue, what I'm gonna do is go back here in assets and right click and create a folder.