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Unity 2D Dungeon Gunner Roguelike Development Course

  • Development
  • May 14, 2025
SynopsisUnity 2D Dungeon Gunner Roguelike Development Course, availab...
Unity 2D Dungeon Gunner Roguelike Development Course  No.1

Unity 2D Dungeon Gunner Roguelike Development Course, available at $89.99, has an average rating of 4.78, with 164 lectures, based on 1169 reviews, and has 11134 subscribers.

You will learn about Unity 2D Game Development to create a 2D Dungeon Shooter Roguelike game like Enter The Gungeon or The Binding Of Isaac. Intermediate level course will show you how to build a sophisticated game by creating complex Unity components using C# scripting. How to build a fully featured, complete game – not just a tech demo. 160+ in depth lectures with over 50 hours of detailed video supported by a full completed project with save points after every lecture. How to build a dungeon room node editor tool to create node graphs of dungeon room layouts for dungeon levels. Implement game cameras using Cinemachine and Pixel Perfect components. How to use layers and sorting layers in a 2D game, and create dungeon room templates using tilemap layers. Create entire randomized game levels using a dungeon builder algorithm that combines dungeon level node graphs and dungeon room templates. Create multiple player characters using prefabs, animator controllers and animations. Implement player movement and weapon aiming, including dodge roll manoeuvres. Doors which open for the player and lock the player into dungeon rooms while battling enemies. Dungeon lighting that fades in as dungeon rooms are explored. How to create object pools and use them in the game to improve game performance. How to implement multiple weapon and ammo types which are configurable using scriptable objects. How to implement sound effects in the game using audio sources, audio listeners, and audio mixers. How to create a Minimap in the game UI to show a zoomed out view of the player and surrounding dungeon rooms. How to create special effects using particle systems and implement them for weapon shooting and ammo hit effects. Create multiple enemy types and bosses that you will encounter across the multiple dungeon levels. Use hidden tilemaps to store grid properties, such as preferred paths for enemies. Understand how AStar pathfinding works by using algorithms and create an AStar pathfinding system for the game enemies. Learn how to spawn enemies in dungeon rooms in a configurable and random way using materialize effects. Implement weapons and ammo for enemies, including ammo patterns and enemy weapon firing AI. Create health and damage systems for ammo damage and contact damage. Learn how to implement play across multiple dungeon levels with boss battles, and high scores with accuracy multipliers. Create items to decorate the dungeon rooms that can take damage and be destroyed. Learn how to implement tables that can be flipped to provide cover for the player. Implement Dungeon Chests that the player can loot, that can contain health, ammo and weapons. Implement a dungeon overview map that the player can use to navigate to rooms they’ve already visited. Learn how to implement music in the game which is configurable for each dungeon room to play both ambient music and battle music. Add a Pause Menu to adjust the music and sound effect volume levels, and save the set levels using Player Preferences. Create a Main Menu for the game with a character selector, high scores table, and game play instructions. This course is ideal for individuals who are Intermediate Unity Developers who want to extend their skills and knowledge using a full project based course. or Existing Unity developers who are fans of Enter The Gungeon or The Binding Of Issac and want to build their own 2D Roguelike dungeon shooter. or A Unity developer who has previously built some prototypes or games and wants a challenging project course to level up their skills. It is particularly useful for Intermediate Unity Developers who want to extend their skills and knowledge using a full project based course. or Existing Unity developers who are fans of Enter The Gungeon or The Binding Of Issac and want to build their own 2D Roguelike dungeon shooter. or A Unity developer who has previously built some prototypes or games and wants a challenging project course to level up their skills.

Enroll now: Unity 2D Dungeon Gunner Roguelike Development Course

Summary

Title: Unity 2D Dungeon Gunner Roguelike Development Course

Price: $89.99

Average Rating: 4.78

Number of Lectures: 164

Number of Published Lectures: 164

Number of Curriculum Items: 164

Number of Published Curriculum Objects: 164

Original Price: £89.99

Quality Status: approved

Status: Live

What You Will Learn

  • Unity 2D Game Development to create a 2D Dungeon Shooter Roguelike game like Enter The Gungeon or The Binding Of Isaac.
  • Intermediate level course will show you how to build a sophisticated game by creating complex Unity components using C# scripting.
  • How to build a fully featured, complete game – not just a tech demo.
  • 160+ in depth lectures with over 50 hours of detailed video supported by a full completed project with save points after every lecture.
  • How to build a dungeon room node editor tool to create node graphs of dungeon room layouts for dungeon levels.
  • Implement game cameras using Cinemachine and Pixel Perfect components.
  • How to use layers and sorting layers in a 2D game, and create dungeon room templates using tilemap layers.
  • Create entire randomized game levels using a dungeon builder algorithm that combines dungeon level node graphs and dungeon room templates.
  • Create multiple player characters using prefabs, animator controllers and animations.
  • Implement player movement and weapon aiming, including dodge roll manoeuvres.
  • Doors which open for the player and lock the player into dungeon rooms while battling enemies.
  • Dungeon lighting that fades in as dungeon rooms are explored.
  • How to create object pools and use them in the game to improve game performance.
  • How to implement multiple weapon and ammo types which are configurable using scriptable objects.
  • How to implement sound effects in the game using audio sources, audio listeners, and audio mixers.
  • How to create a Minimap in the game UI to show a zoomed out view of the player and surrounding dungeon rooms.
  • How to create special effects using particle systems and implement them for weapon shooting and ammo hit effects.
  • Create multiple enemy types and bosses that you will encounter across the multiple dungeon levels.
  • Use hidden tilemaps to store grid properties, such as preferred paths for enemies.
  • Understand how AStar pathfinding works by using algorithms and create an AStar pathfinding system for the game enemies.
  • Learn how to spawn enemies in dungeon rooms in a configurable and random way using materialize effects.
  • Implement weapons and ammo for enemies, including ammo patterns and enemy weapon firing AI.
  • Create health and damage systems for ammo damage and contact damage.
  • Learn how to implement play across multiple dungeon levels with boss battles, and high scores with accuracy multipliers.
  • Create items to decorate the dungeon rooms that can take damage and be destroyed.
  • Learn how to implement tables that can be flipped to provide cover for the player.
  • Implement Dungeon Chests that the player can loot, that can contain health, ammo and weapons.
  • Implement a dungeon overview map that the player can use to navigate to rooms they’ve already visited.
  • Learn how to implement music in the game which is configurable for each dungeon room to play both ambient music and battle music.
  • Add a Pause Menu to adjust the music and sound effect volume levels, and save the set levels using Player Preferences.
  • Create a Main Menu for the game with a character selector, high scores table, and game play instructions.
  • Who Should Attend

  • Intermediate Unity Developers who want to extend their skills and knowledge using a full project based course.
  • Existing Unity developers who are fans of Enter The Gungeon or The Binding Of Issac and want to build their own 2D Roguelike dungeon shooter.
  • A Unity developer who has previously built some prototypes or games and wants a challenging project course to level up their skills.
  • Target Audiences

  • Intermediate Unity Developers who want to extend their skills and knowledge using a full project based course.
  • Existing Unity developers who are fans of Enter The Gungeon or The Binding Of Issac and want to build their own 2D Roguelike dungeon shooter.
  • A Unity developer who has previously built some prototypes or games and wants a challenging project course to level up their skills.
  • Have you ever wanted to build a 2D Roguelike game using the Unity game engine like ‘Enter The Gungeon’ or ‘The Binding of Isaac’?

    Well with this course you can!

    The course and underlying project have taken several thousand hours to develop, but all that knowledge will be transferred to you step by step, lecture by lecture. The course is massive with over 50 hours of detailed video tutorials spread over more than 160 lectures. This has to be one of the most complete and sophisticated Unity 2D development courses available.

    We’ll take you through every line of code and every configuration step, from a blank Unity project to a fully functional and complete game. The game is built in a modular and expandable way, and uses best practice coding techniques like events to decouple the interdependencies in the code. The project has been built under GIT source control, so you can easily load the supplied completed course at a save point for every lecture.

    The game is sophisticated, and goes far beyond what most Unity courses will ever attempt to teach you. The course covers :

  • Creating a node editor tool to build dungeon level layouts

  • Procedural random dungeon generation

  • Multiple game levels

  • 2D lighting using the Unity Universal Render Pipeline

  • A UI minimap

  • A dungeon overview map with player teleporting

  • Multiple player characters

  • A range of weapons and ammunition types

  • Multiple enemy characters

  • Particle system special effects

  • Shader graph material effects

  • AStar enemy pathfinding

  • Enemy weapon firing AI

  • Enemy ammo patterns

  • Lootable Chests

  • Flippable tables for cover

  • Sound effects

  • and Game music

  • This is just a selection of what you’ll learn, and all the assets you’ll need to complete the course and produce a fully functional and polished game are included. The concepts you’ll learn will help you create your own game that you can tailor to match your game development vision.

    So fasten your seatbelts and prepare yourself for a Unity game development journey like no other, and at the end of this course I’m confident that your Unity game development skills will be levelled up, and that you’ll be able to create better and more sophisticated games on your own.

    So why not join me in this course, and build your own Dungeon Gunner 2D Roguelike in Unity. I really hope you do, and I look forward to seeing you in the course.

    Course Curriculum

    Chapter 1: Welcome To The Course

    Lecture 1: Welcome To The Course

    Chapter 2: Preparation

    Lecture 1: Unity And Visual Studio Installation

    Lecture 2: Course Project And GIT Client

    Chapter 3: Game Architecture Overview

    Lecture 1: Game Architecture Overview

    Chapter 4: Project Setup

    Lecture 1: Initial Project Creation & Setup

    Lecture 2: Course Assets Walkthrough

    Chapter 5: Dungeon Room Editor

    Lecture 1: Dungeon Creation Design Overview

    Lecture 2: Create A Simple Editor Window

    Lecture 3: Room Node Graphs and Room Nodes Overview

    Lecture 4: Creating A Room Node With The Editor

    Lecture 5: Dragging Room Nodes In The Editor

    Lecture 6: Connecting Lines Between Room Nodes

    Lecture 7: Entrance Node and Selected Node Style

    Lecture 8: Room Node Connections Validation

    Lecture 9: Selecting All Room Nodes

    Lecture 10: Deleting Rooms and Connections

    Lecture 11: Drag Canvas & Draw Canvas Grid

    Lecture 12: Create Dungeon Layout Room Graphs

    Chapter 6: Main Game Scene Set-Up

    Lecture 1: Cinemachine And Pixel Perfect

    Lecture 2: Create The Main Game Scene

    Chapter 7: Dungeon Room Templates

    Lecture 1: Layers And Sorting Layers

    Lecture 2: Create Base Dungeon Room Template

    Lecture 3: Tilemaps, Tiles, Palettes, and Brushes

    Lecture 4: Creating Our First Dungeon Room

    Lecture 5: Creating Our First Corridors

    Lecture 6: Store Details About Room Tilemaps

    Lecture 7: Import Dungeon Room Assets

    Lecture 8: Create Scriptable Objects For Rooms

    Lecture 9: Tilemap Tidy Up

    Chapter 8: Dungeon Builder

    Lecture 1: Dungeon Builder Demo

    Lecture 2: Dungeon Builder Concepts

    Lecture 3: Dungeon Levels

    Lecture 4: Create Singleton Abstract Class

    Lecture 5: Create The Game Manager

    Lecture 6: Create The Room Classes

    Lecture 7: Shader Graph Dungeon Light Shader

    Lecture 8: Dungeon Builder Placing Rooms

    Lecture 9: Instantiate Dungeon Room Tilemaps

    Lecture 10: Block Off Unused Doorways

    Chapter 9: Initial Player Set Up

    Lecture 1: Initial Player Classes

    Lecture 2: The Player Prefab

    Lecture 3: The Thief Player Prefab Variant

    Lecture 4: Set Up The Thief Animations

    Lecture 5: Set Up The General Character Prefab

    Lecture 6: Set Up The Scientist Prefab

    Lecture 7: Disable Weapon During Thief Roll

    Lecture 8: Instantiate Player In Dungeon

    Chapter 10: Player Movement & Control

    Lecture 1: Publishers, Subscribers, And Events

    Lecture 2: Player Idle And Aim Weapon

    Lecture 3: Custom Screen Cursor

    Lecture 4: Player Movement

    Lecture 5: Player Dodge Roll

    Lecture 6: Cinemachine Target Group

    Chapter 11: Dungeon Doors & Lighting

    Lecture 1: Create Door Prefabs

    Lecture 2: Instantiate Doors In Dungeon

    Lecture 3: Open, Lock, And Unlock Doors

    Lecture 4: Fade In Doors And Rooms

    Lecture 5: Collision Matrix & Animator Speed

    Chapter 12: Object Pooling

    Lecture 1: Object Pooling Concepts

    Lecture 2: Object Pool Manager Approach

    Lecture 3: Object Pool Manager Implementation

    Lecture 4: Object Pooling Demo

    Chapter 13: Player Weapons & Ammo

    Lecture 1: Weapon And Ammo Classes

    Lecture 2: Emission Shader & Ammo Materials

    Lecture 3: Create Pistol

    Lecture 4: Create Pistol Ammo

    Lecture 5: Dungeon Room Amendments

    Lecture 6: Set Player Starting Weapon

    Lecture 7: Player Shoot Pistol

    Lecture 8: Weapon Reloading

    Lecture 9: Create Revolver Weapon and Ammo

    Lecture 10: Weapon Precharging

    Lecture 11: Create Plasma Blaster and Ammo

    Lecture 12: Weapon Status UI

    Lecture 13: Switching Player Weapons

    Lecture 14: Create Sniper Rifle and Ammo

    Lecture 15: Create MP7 Weapon and Ammo

    Lecture 16: Create Laser Blaster Weapon and Ammo

    Lecture 17: Create SMG Weapon and Ammo

    Lecture 18: Review Shader Graph Flame Shader

    Lecture 19: Create Rocket Launcher and Ammo

    Lecture 20: Multiple Shot Weapon Functionality

    Lecture 21: Create Shotgun and Ammo

    Chapter 14: Sound Effects

    Lecture 1: Sound Effects And Audio Concepts

    Lecture 2: The Sound Effect Classes

    Lecture 3: Sound Effect Object Pool Prefab

    Instructors

  • Unity 2D Dungeon Gunner Roguelike Development Course  No.2
    Rob Ager
    Unity Developer
  • Rating Distribution

  • 1 stars: 14 votes
  • 2 stars: 20 votes
  • 3 stars: 49 votes
  • 4 stars: 256 votes
  • 5 stars: 830 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!