Subtitles section Play video
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What is up?
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Guys fought here here from awesome dudes dot com.
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Whoa!
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Haven't said that in a while.
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Anyways, Before we start creating anything, I am going to preview the game that we're gonna create.
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So I'm gonna hit the play button and you will see now that we have our warriors, that they will fight each other.
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Don't mind the buttocks that you can see from the character.
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So you see the enemies chasing us in trying to attack us.
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Actually, he hit me.
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Pay attention to the health bars at the top, left and top right corner.
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And by the way, I can hold the shell like this.
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When I hold the shield, he is not able to attack.
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And now, when I lowered the shield, he won't be able to attack.
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You can hear the public behind in the back and let me just up the bottom of it.
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You can hear them cheering.
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They like when blood is spent.
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Anyways, I'm going to attack the enemy.
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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.
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I don't want to embarrass myself And when his help gets to zero, basically, I have to give him two more times.
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So one more time back.
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You see?
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Now he is that.
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And while I have one and the enemy's health is zero, as you can see at the top, right corner.
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Basically, this is the game that we're gonna create.
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We have Millie battle systems.
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Something we did not do before.
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We have enemy.
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Aye.
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Aye.
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That enemy can detect where the player is, and it will chase the player.
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Also.
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When the player goes away a little from the enemy, the enemy starts chasing the player again.
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So let's start treating this.
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I'm in a new project.
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Let me close this one because I don't want it to be open.
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Let me close it like this.
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So right, click here.
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And finally it's closed.
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Anyways, this is our project here.
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We have our samples, and this is a new three project by the waist.
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You're simply going to go and create a new three D project.
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Name it.
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However you want to name it.
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I named this one warrior fight game.
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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.
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By the way, the assets and the complete project are available for you to Donald Link is in the description below.
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So select all of these assets model sounds, textures.
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And you I and simply Dragon drop them right here.
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Inside of unity.
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Off course.
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It will take a moment or two for unity to load all of this.
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You know the procedure.
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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.
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Let's actually try to sing it.
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No, I I'm just getting going to stop you Come back when everything is finished.
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Finally, unity took mercy upon us and it has imported all the assets and we can start building our game.
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The first thing that I want to do is create the terrain or the ground where we're going to stand for that.
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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.
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Now, of course not this cue.
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We're not gonna stand on a cube.
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Actually, we are.
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But I'm going to resize it and I'm going to call it ground for the skill X.
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I'm going to see 100 for scale White 0.1 because I want to make it.
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You know, Tin like this.
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I don't want to make it.
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You know, Lar, I don't know what's opposite of 10.
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Don't judge me.
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Anyways, I'm going to say here Z 100 as well.
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While this is what we have is going to be artery.
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Of course it is not pretty at all.
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I don't want this whiteness tearing my eyes apart.
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So if you pay attention here inside of the folders or the assets that we have important we have textures inside of textures.
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We only have this grass texture If I open, this is the grass that basically this somebody took a shot in his backyard.
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Anyways, what we're gonna do here is we are inside of the textures.
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I'm going to right click and create a new material.
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So here it is, right?
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Click and creates again.
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It's right.
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Click and go under.
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Create and material.
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This is what we want.
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And I'm going to call this one ground material and we're going to apply on the ground.
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So now I can drag and drop this on the ground.
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And this is how you make game objects look cool.
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Basically, because pay attention to our ground.
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It's white.
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If I put this material on it, it's still wide, though.
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But what I can do for example, this I can change the color to know red or dark or silver or what?
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Ever.
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But I can also drag and drop this grass inside of this albedo or albino.
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I don't have my hell until here it is.
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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.
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While this is how you make things look good in unity and in three D.
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But there is more to these materials and shakers Now, this is the first time I mentioned cheaters.
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So what are Shader is basically a shader determines how that material or the texture that is applied to that material looks like.
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So if I take here, pay attention, I have the standard Shader.
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This is on the dropdown list right here.
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So here it is.
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I'm highlighting that with my highlights Will.
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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.
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And of course, there are others that you can import from the assets over.
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These are built in what I like to use this one unlit texture, and you see it's already a little bit different.
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It's a little bit darker, so the grass looks a little bit darker in comparison.
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Do what it looked like.
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A moment go.
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And I encourage you to experiment with these shader so that you can see their effects.
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Not every shooter will make your material look good.
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Maybe some will look bad.
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Others will look better, but you can find that out if you experiment.
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So, for example, if I go here, I don't know nature and say speed tree.
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Maybe this will not make it look good.
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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.
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Now I'm not going to go into that.
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That's a different topic, and I don't know too much about it.
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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.
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Anyways, what you need to do is simply experiment with these.
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Just experiment, tried him out and see different effects that you will get.
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And that's how you learn the best.
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Now moving forward, we have our ground.
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And again, the scale X is 100 Z's 100.
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Why is 1000.1?
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Why?
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Well, because the attention if I said the why, for example, of 100 I don't want this.
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What the hell is this?
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You see, we don't want this.
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We only want our ground, so we want to make it look like a ground.
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That's why I put the scales so that it's not too large on the white access.
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So moving forward.
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If I go back in assets and models, we have the arena here in side off the Models folder.
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So in the Models folder we have the arena.
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If I click here.
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This is our arena.
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If I drag and drop it, here it is.
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This is the arena now, of course, it's too small.
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So we need to resize it.
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Make sure it is positioning 000 for X, Y and Z and I'm going to call it Battle Arena.
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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.
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And while our this is our arena, it already has materials applied on it.
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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.
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If I deactivate some of them.
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So let's try activities.
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You see the effect if I deactivate him while they are gone.
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So that is another thing if you can experiment.
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But basically these are just three D models put to get put together to create this battle arena.
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You can see here we have some people's spectating or whatever.
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Yeah, this Wieder look at that weirdo.
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Yeah, these do that.
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Probably up to something.
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Anyways, I don't know what I'm saying.
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But this is our battle arena.
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Now moving forward, we are going to import our character.
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And here he is our warrior.
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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.
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But of course, we are going to make him with head.
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So I don't know how you see had what's opposite of headless hand hand on us.
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I don't know.
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Anyways, this is our game objects.
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What I'm gonna do is first of all, I'm going to take and rename itself from Body Underscore zero.
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I'm going to rename it to war year.
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Next, we need to apply this head on end.
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So if you pay attention to the head now, it's too big.
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We are not getting way.
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We're not gonna do this to him many bit.
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Did you do the head licking that?
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We're not gonna do this to him.
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We are going to resize the head a little, so I'm going to resize it.
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Let's say here head is 111 actually, no.
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So the head is gonna be 1.51 point five and 1.5.
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Exactly.
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So 1.5 for the head.
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This is totally fine.
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And we need you select the warrior click on this dropdown list.
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Do you go through all of the elements that make him or took his body parts?
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So click on the warrior than this.
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B I P 001 click on that drop down list.
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And again you have B I p 001 pelvis.
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Click on that one.
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And let me just resize this year.
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Then we're gonna go under spine than spine want and spine to man.
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This model is killing me.
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Then we have the neck and right here we have the head.
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So what you can also do is in the search bar.
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If I take the highlight tool here, you have the search bar in the hierarchy panel.
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You can also select the search bar and you can type here, for example, head and it will find it for you.
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It's this one right here.
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B i b 001 head.
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So this is the part of the body that we need.
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So now we're gonna drag and drop the head right here.
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Normally, we don't have to do this because under models come with the head.
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But this model is like this.
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So what I'm gonna do is I'm going to resize it or actually reposition it.
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Something to say.
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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.
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Zero point.
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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.
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So yeah, this is OK.
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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.
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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.
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Looks good, Actually.
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Looks like it's already built on him anyways.
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As I said, we're not gonna do this that often because most models come with the head.
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But this one is like this and what we can do or yeah.
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Anyway, select the warrior now.
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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.
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This is a bill in controller that comes with unity.
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Safe.
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I selected here again.
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It's under add component and filter here.
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Character controller.
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As I said, this is a built in controller, and I don't know if you can see the green things around him.
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So, yeah, I turned off the ground and the ballerina so we can see this capsule thing around him.
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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.
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This green thing that you can see is a collider that's around our player.
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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.
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A radius, however, is gonna be 0.25.
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And while I you see the radius, it will resize that collider.
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Now it could be a little lower.
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I know, for example, points to one.
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Yeah, and you can see now it is around our player well around the middle of him.
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And this is, as I said, the character controller that we are going to use in order to make him move.
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And by the way, let me just put him like this.
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So if I put him like this and if I hit the play button, actually, where's my camera?
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He is standing still.
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Now, even though we have a rigid body, we have a velocity in our character controller.
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We still need to apply gravity on him.
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So we need to apply gravity and in order to apply gravity.
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Basically, we do that the eye script.
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So it's time to get our hands dirty.
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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.
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Move script.
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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.