How to Create a Top-Down RPG in Unity: Inventory, Items

Intro Video - How to Create a Top-Down RPG in Unity Inventory, Items
with RamonDev|4 years experience
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How to Create a Top-Down RPG in Unity: Inventory, Items
- English
- Game Development
Unity
- Project length: 6h 59m
Welcome to this second part on the tutorials for creating a Top-Down RPG in Unity. In this series we're gonna be creating an Inventory, item pickup , item functionality, item drop, Leveling up and Experience with some basic Enemy to kill.
Overview
How to Create a Top-Down RPG in Unity: Inventory, Items
Introduction
Continuing from the previous tutorial (https://www.liveedu.tv/ramondev/lkrkv-how-to-create-a-top-down-rpg-in-unity/), we'll be creating an inventory for our player, and we'll add item pickups, item functionality, item dropping, save and load inventory.
What are the requirements?
- Unity
- C# basic++ to intermediate knowledge.
What is the target audience?
- RPG Lovers
- Development enthusiasts
- Anyone with a desire to give this a go!
When are the streaming sessions (streaming schedule)?
9 am EST Sunday Sept 23rd 2018. If we can't finish on Sunday, we'd continue on Monday.
Project Outline
Session 1: Defining Inventory, Scope and Requirements
We'll be checking out some important definitions for Inventory, since that's the most critical part of these tutorials, how Inventories work, etc.
- Session 1.1: Analysis of inventories from established game franchises
- Session 1.2: What we aim to achieve in this Tutorial series
- Session 1.3: Verifying Installations
- Session 1.4: Simple visual representations
Session 2: Inventory creation
During these sessions we'll be creating the inventory visually and then in code, it'll be a Pokemon style inventory system. We also need to attach the inventory to a save game in order for it to be saved and loaded.
- Session 2.1: Inventory UI structure
- Session 2.2: Coding the inventory and visual items
- Session 2.3: Continuing Coding
- Session 2.4: Fixes
Session 3: Items, pickup, drop, usage
We'll be creating several items with important functionality. Healing, extra experience, pickup and drop.
- Session 3.1: Item creation in the world, adding pickup with mouseclicks or character running over the item
- Session 3.2: Item visualization in the inventory, drop from inventory, use and remove.
- Session 3.3: Item functionality: Healing, extra experience, mana regeneration and others.
Session 4: Saving and Loading Inventory
In these sessions we'll be creating a saving and loading screen for the player character's inventory.
- Session 4.1: UI creation
- Session 4.2: Save and loading coding
- Session 4.3: Fixes
Session 5: Recap, Q&A and thoughts
Tools:
- Unity
- Visual Studio
- C#
- Your wits and smarts.