RPG Shops Abilities- Intermediate C# Game Coding
- Development
- Apr 21, 2025

RPG Shops & Abilities: Intermediate C# Game Coding, available at $79.99, has an average rating of 4.75, with 96 lectures, based on 281 reviews, and has 9805 subscribers.
You will learn about Build a Shop System fit for any game genre Build a highly flexible RPG Ability System Advanced programming concepts such as Composite and Strategy patterns Create a RPG Trait System to distribute points to Str, Dex, Int, etc. Design a dynamic Main Menu Load and save to multiple slots Create a full game moment to showcase your game This course is ideal for individuals who are This course is for intermediate Unity users who want to create their own Shop, Abilities or Traits systems. or Students who want to complete the RPG series. It is particularly useful for This course is for intermediate Unity users who want to create their own Shop, Abilities or Traits systems. or Students who want to complete the RPG series.
Enroll now: RPG Shops & Abilities: Intermediate C# Game Coding
Summary
Title: RPG Shops & Abilities: Intermediate C# Game Coding
Price: $79.99
Average Rating: 4.75
Number of Lectures: 96
Number of Published Lectures: 96
Number of Curriculum Items: 96
Number of Published Curriculum Objects: 96
Original Price: $84.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
Learn how to include three essential game mechanics, Shops, Special Abilities and Traits, in your games.
This highly acclaimed series was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a prerequisite.
You can use the code we create in the course in any game or project you build. We’ll be using an RPG as an example. You don’tneed to have completed the previous parts of the RPG Series (the RPG Core Combat, Inventory Systems and Dialogue & Quests courses) but it will give you an advantage if you already have.
The course is project-based as we believe this is the best way to learn Unity and C#. You will not just be learning dry programming concepts, but applying them immediately to a real RPG as you go.
We’ll provide the RPG project created so far in the series so that you can practice integrating to an existing complex project. Every element of the project we touch will be fully explained and no knowledge of the project will be required.
In the course we will be building the following from scratch:
Shop and Traits UI
Integration between Traits and a modifier system
Main menus
Barter system giving discounts to player with high charisma
Buying and selling
Filtering shop items by type
Flexible and composable special abilities
Cooldown timers
Mana and money
In the process of the course we will cover advanced topics such as: C# Delegates, Interfaces, Lambdas, Strategy and Composite Patterns.
You will get full lifetime access for a single one-off fee. The creators are qualified and experienced coders and avid gamers, so are able to explain complex concepts clearly, as well as entertain along the way.
You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
The course is still in production with new videos dropping on a weekly basis, making now a great time to get involved and help shape its future.
Shops and Abilities are core to many game genres. So why not join us and get started improving your game development right now?
Course Curriculum
Chapter 1: Shops
Lecture 1: Architectural Overview: Recap
Lecture 2: Which Unity Version?
Lecture 3: Shop Section Overview
Lecture 4: Creating a UI Component Library
Lecture 5: Solution: Component Library
Lecture 6: Shops Basic UI Outline
Lecture 7: Headers
Lecture 8: Row Variants
Lecture 9: Component APIs
Lecture 10: Opening Shops
Lecture 11: Shop Names & Closing
Lecture 12: Building A Shopping List
Lecture 13: Displaying A ShopItem
Lecture 14: Configuring Stock And Price
Lecture 15: Quantity Widget
Lecture 16: Preparing A Transaction
Lecture 17: Completing A Transaction
Lecture 18: Calculating A Total
Lecture 19: Money Component
Lecture 20: Money UI
Lecture 21: Tracking Stock
Lecture 22: Checking A Transaction
Lecture 23: Checking Inventory Space
Lecture 24: Stackables And Free Slots
Lecture 25: Switching To Selling
Lecture 26: Counting Inventory Availability
Lecture 27: Selling Transactions
Lecture 28: Setting Filters
Lecture 29: Displaying Filters
Lecture 30: Filtering Items
Lecture 31: Stock Config Based On Level
Lecture 32: Calculating Price By Level
Lecture 33: Replenish Stock By Level
Lecture 34: Saving Stock & Purse
Chapter 2: Abilities
Lecture 1: Abilities Section Overview
Lecture 2: Triggering The Action Bar
Lecture 3: The Strategy Pattern
Lecture 4: Overriding And Abstract Classes
Lecture 5: Coroutines From Scriptable Objects
Lecture 6: Sphere Cast Area Of Effect
Lecture 7: Making A Summoning Circle
Lecture 8: Filtering Strategy Pattern
Lecture 9: Effect Strategies
Lecture 10: Grouping Parameters Into A Class
Lecture 11: Blast Particle Effects
Lecture 12: Cooldown Timers
Lecture 13: Image Type: Filled
Lecture 14: Mana Component And Display
Lecture 15: Mana Regeneration
Lecture 16: Mana Progression
Lecture 17: Animation Effect Strategy
Lecture 18: The Composite Pattern
Lecture 19: Cancelling Abilities
Lecture 20: Saving Mana
Lecture 21: Self Targeting Strategy
Lecture 22: Spawning Projectiles Effect
Lecture 23: Directional Targeting
Lecture 24: Polish And Extensions
Chapter 3: Traits
Lecture 1: Traits Section Overview
Lecture 2: Mock Trait UI
Lecture 3: Trait Row UI Scripts
Lecture 4: Trait Store Component
Lecture 5: Staging And Committing Traits
Lecture 6: Progression And Trait Points
Lecture 7: Traits And Modifiers
Lecture 8: Shop Barter System
Lecture 9: Wrap-up & Extensions
Chapter 4: Menus
Lecture 1: Menu Section Overview
Lecture 2: Creating A Main Menu Scene
Lecture 3: Importing Fonts & Menu UI
Lecture 4: Continue Last Save
Lecture 5: Switching UI Screens
Lecture 6: New Game & PlayerPrefs
Lecture 7: Load Game UI
Lecture 8: List Files In A Directory
Lecture 9: Pausing With TimeScale
Lecture 10: Save And Quit
Lecture 11: Respawn On Death
Lecture 12: Resetting Animators
Lecture 13: Resetting Enemies
Lecture 14: Bug Fixes & Extensions
Chapter 5: Final Moment
Lecture 1: Final Moment Section Overview
Lecture 2: Initial Level Layout Sketch
Lecture 3: Auto Attacking and Super Speed
Lecture 4: Armour and Defence Points
Lecture 5: Tuning Combat Difficulty
Lecture 6: Tuning Item Price
Lecture 7: Money Pickups
Lecture 8: Tuning Drops
Lecture 9: Conditions For Equipment
Lecture 10: Tough Fight
Lecture 11: Experience Tuning
Lecture 12: Conditional Dialogues
Lecture 13: Conditional Quest Objectives
Lecture 14: Course Wrap-up & Extensions
Instructors

GameDev.tv Team
Learn to Make and Sell Games

Rick Davidson
Helped More Than 1 Million Students To Create & Grow
Rating Distribution
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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