- 2m
- 5m
Create Flappy Game Mechanics with Unity & PlayMaker
About this course
Update: May 2020 - the Flappy Game is updated using Unity 2019.3
This course is a gentle introduction to small interactive games like Flappy Birds or other classics. Instead of making a clone, we will only go through the game mechanics: flapping or jumping, gravity and collisions, using Unity Physics.
The graphics will be deliberately crude: a white capsule and a few boxes. There are no textures, sprites, sounds or particle effects. We encourage you to make something of your own.
You'll need to know the basics of Unity: creating GameObjects, navigating the 3D Window and adjusting components. We'll use the popular Playmaker extension from the Asset store, which is a visual coding system, providing a Finite State Machine implementation, requiring no custom scripting. We go through every step from scratch, although the final result can be downloaded as a package for you to study.
So if you want to add some interactivity and make something fun, but don't know where to start, this is a good opportunity. And please share your results and make something unique.
What you'll learn
- quickly develop small prototype games with the basic mechanics in place
- set up the basic mechanics for a small Flappy-like game
- understand the basics of PlayMaker in Unity
- react on object collisions
- manage the game progress with a basic Game Manager
Who this course is for
- This Unity course is meant for beginning game designers, who know the basics of Unity, but want to apply PlayMaker, a visual programming system
- This course explains the game mechanics, but skips any art or imagery.
- This is not a course in custom C# programming.
- We keep everything rather basic, so you understand every step of the way.
Requirements
- This is not an introduction to Unity, so you should at least understand the basic concepts of GameObjects, Components, Scenes, Transforms and the Physics Engine
- You should have access to PlayMaker, an addition to Unity. No other software is required.
Curriculum
9 Lessons • 44m estimated learning time- 3. Flapping Capsule 6m
- 4. Checking Collisions With The Ground Plane 4m
- 5. Setting Up The Moving Poles We Need To Avoid 8m
- 6. Spawning Poles From The Game Manager 5m
- 7. Keeping The Score 10m
- 8. Finish The Game 5m
- 9. Conclusion 2m
- 0.00 instructor rating
- 2 courses
- 0 students worldwide
Stefan Boeykens
Architect-Engineer from Belgium, working as sr. Innovation and BIM manager for D-studio (B) and Guest professor at KU Leuven (B). Member of CEN/TC 442, buildingSMART Benelux and CLUSTER Digital Construction.
Father of three boys, guitar-player, composer and technology enthousiast and concerned about peace, open access to information and sustainability.
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