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RPG Shops Abilities- Intermediate C# Game Coding

  • Development
  • Apr 21, 2025
SynopsisRPG Shops & Abilities: Intermediate C# Game Coding, avail...
RPG Shops Abilities- Intermediate C# Game Coding  No.1

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

  • 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
  • Who Should Attend

  • This course is for intermediate Unity users who want to create their own Shop, Abilities or Traits systems.
  • Students who want to complete the RPG series.
  • Target Audiences

  • This course is for intermediate Unity users who want to create their own Shop, Abilities or Traits systems.
  • Students who want to complete the RPG series.
  • 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

  • RPG Shops Abilities- Intermediate C# Game Coding  No.2
    GameDev.tv Team
    Learn to Make and Sell Games
  • RPG Shops Abilities- Intermediate C# Game Coding  No.3
    Rick Davidson
    Helped More Than 1 Million Students To Create & Grow
  • Rating Distribution

  • 1 stars: 3 votes
  • 2 stars: 2 votes
  • 3 stars: 13 votes
  • 4 stars: 60 votes
  • 5 stars: 203 votes
  • 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!