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Rogue-Like In C# Programing Unity 2D Game Development

  • Development
  • Mar 26, 2025
SynopsisRogue-Like In C# Programing & Unity 2D Game Development,...
Rogue-Like In C# Programing Unity 2D Game Development  No.1

Rogue-Like In C# Programing & Unity 2D Game Development, available at $49.99, has an average rating of 4.65, with 102 lectures, based on 45 reviews, and has 2270 subscribers.

You will learn about Transfer everything you learn from this course into any programming language you choose. Like JAVA, JavaScript, Python, C++ and other object oriented languages Become a professional programmer by learning Version Control a tool used by expert engineers. Not only in game development but in all programming projects Learn the fundamentals of C#. Everything from variables, if statements and creating an object oriented structure. No prior programming experience necessary. Master the art of problem solving when it comes to game development. By understanding what obstacles you may face and the many ways to find solutions This course is ideal for individuals who are Aspiring Game Developers that dont know where to start when it comes to creating games. or Young programmers who want to learn the basics of coding in a really fun way by creating their own games using Unitys very simple engine or Someone whos looking to create a 2D Rogue Like Game and doesnt know how to do it easily and efficiently It is particularly useful for Aspiring Game Developers that dont know where to start when it comes to creating games. or Young programmers who want to learn the basics of coding in a really fun way by creating their own games using Unitys very simple engine or Someone whos looking to create a 2D Rogue Like Game and doesnt know how to do it easily and efficiently.

Enroll now: Rogue-Like In C# Programing & Unity 2D Game Development

Summary

Title: Rogue-Like In C# Programing & Unity 2D Game Development

Price: $49.99

Average Rating: 4.65

Number of Lectures: 102

Number of Published Lectures: 102

Number of Curriculum Items: 102

Number of Published Curriculum Objects: 102

Original Price: $119.99

Quality Status: approved

Status: Live

What You Will Learn

  • Transfer everything you learn from this course into any programming language you choose. Like JAVA, JavaScript, Python, C++ and other object oriented languages
  • Become a professional programmer by learning Version Control a tool used by expert engineers. Not only in game development but in all programming projects
  • Learn the fundamentals of C#. Everything from variables, if statements and creating an object oriented structure. No prior programming experience necessary.
  • Master the art of problem solving when it comes to game development. By understanding what obstacles you may face and the many ways to find solutions
  • Who Should Attend

  • Aspiring Game Developers that dont know where to start when it comes to creating games.
  • Young programmers who want to learn the basics of coding in a really fun way by creating their own games using Unitys very simple engine
  • Someone whos looking to create a 2D Rogue Like Game and doesnt know how to do it easily and efficiently
  • Target Audiences

  • Aspiring Game Developers that dont know where to start when it comes to creating games.
  • Young programmers who want to learn the basics of coding in a really fun way by creating their own games using Unitys very simple engine
  • Someone whos looking to create a 2D Rogue Like Game and doesnt know how to do it easily and efficiently
  • This course is made with the latest content and newest technics used in modern Game Development

    The best way to learn anything is by doing it in a really fun way and this is where this course comes from. If you want to learn how all these incredible games you see are made there is no better place to start than this course. We made sure that this course has everything you need to take you from a beginner (even with zero codding experience) and slowly take you to intermediate level

    I chose the main project in this course to be a 2D Roguelike because it not only has a vast library of game development concepts that we can implement and learn, but also because it’s very simple (especially if you are a beginner) to delve in and get started on your game development journey.

    Everything in this course has been meticulously crafted, review and recrafted to provide you with the best experience possible and maximize your learning as much as possible. So not only will you have a great time learning you’ll also get the most value by going away from this course with a lot of tools in your arsenal to continue you journey in the wild west of game development.

    Section 1: Introduction

    We’ll start off by downloading Unity and Visual studio. Installing them and making sure they work. We will then create our first code in C# and get used to Unity interface. Finally we’ll talk about the game design of our game and what it takes to start creating a game from scratch

    Section 2: Setting Up Our World

    In this section we are going to start learning what sprite sheets are and how to set them up. We’ll learn what sorting layers are in Unity. We’ll look into colliders and RigidBodies and add them to our game objects and see how it starts getting affected by physics. we’ll learn how to animate our sprites. We’ll even understand what blending trees that will greatly help us reduce difficulty of animating

    Section 3: Setting Up Shooting Mechanics

    In this section we will be creating our players bullets, firing then in the direction out mouse is pointing, having a counter to create automatic firing and add impact effects to those bullets. While doing all of that we’ll be learning about prefabs and instantiation and how to manipulate the world of our game to make it look much nicer

    Section 4: Setting Up Enemies

    This section completed the previous one. We create our shooting mechanics but now we need something to actually shoot at. We’ll be setting up our enemies and moving them towards the player. We’ll delve deeper to animations by adding the to our enemy and the use methods, arrays and something called a Coroutine that will take us deep into C#

    Section 5: Creating Rooms (Tile map)

    Up to this point we used a pre-created image to represent the map. Those days are over and it’s time for us to create our own map. We’ll be introduced to tilemaps in Unity, add various colliders to it and learn about a mechanic in Unity that few know which is the Cinemachine. We’ll also have our fair share of C# when we learn foreach loops, and Lists 

    Section 6: Level Flow

    In this section we will learn about the scene manager in Unity that will allow us to create multiple levels in our game and transition between them. Plus we’ll learn a very tricky way to making sure we always arrive in the right position when moving through our worlds

    Section 7: Destructible Environment

    This is One of the most fun section in the course. Every roguelike has a dashing mechanic and we are going to have ours as well. We’ll add a tornado mechanic but not only will it make us invincible and a bit fast it will also destroy any “destructible” game object in our path

    Section 8: Advanced Shooting (weapons system)

    What’s better than having a weapons to shoot with? Having a lot of them and being able to choose between them on the go, we’ll be adding multiple weapons to our game. Each with their own using shooting style, speed and damage. With various bullets and firing rate for each. Not only that, we’ll also make our camera shake whenever we shoot to add more weight to our game

    Section 9: Health System

    In this section we’ll be adding a player health system. We also visualize it by create a health bar that we can clearly see on a Canvas. We’ll learn how we can update that health bar through script and add a cool death screen every time our player suffers a death. Finally we’ll be adding spikes to the ground, once the player gets on them they will get hurt and lose a bit of that health

    Section 10: Pickups

    In this section we’ll delve into pickups. We’ll be picking up weapons from the ground. Coins with which we’ll be able to buy money in shops, health packs that once hurt we can go and pickup and we’ll also add a chest that we can open and get a weapons from. A random weapons this is where our C# skills will be begin to come to fruition

    Section 11: Music & SFX

    Time to breath some life into this game adding sound effects and Music. Now our game goes from static to dynamic. We will add background Music and SFX. To each level and each interaction respectively

    Section 12: Multiple Enemy Types (Some should have melee attacks)

    What’s more fun that having 1 enemy that can kill you? Having 4 different type of enemies that can kill you. We’ll have the wanderer, the patroller, the scared enemy and the angry skeletal enemy. This section will be the foundation of our enemy AI and will open the doors for the way we’ll implement our boss in the upcoming section

    Section 13: Shop & Money System

    Now that we pick up items, we want to sell them for MONEY! who doesn’t like money? we will introduce a monetary system so basically create an economy. We create a shop with a shop keeper inside and we’ll be able to transact with him using the money we have to buy and the items we have to sell

    Section 14: Creating Menus

    Every game HAS to have a main menu. But it also needs a dynamic main menu. We create a simple menu with a background. But the exiting part of this is the way we give the ability to our player to either continue from his last save or start a new game. We’ll also be adding a Victory screen, a way to restart the level after death and a Pause/Resume mechanic

    Section 15: Boss Battles (Advanced Unity State Machine)

    It’s time for the really fun part here. We’ll be create a boss fight fight. But not just any boss fight, this boss fight will be using a state machine. Which is also at the same time out animator. We’ll be suing it to transition the boss from state to state, and in each one he will have a different set of attacks

    Bonus Section 16: Room Generation (Advanced C# Object Oriented Programming)

    We come to our final section where we will be creating multiple rooms each with it’s fun little tweak on the game mechanics, we’ll have a random enemy spawner. We’ll have doors that are closed and that upon only once we destroy all the enemies in our desired level. And we will have an option to choose between 2 levels to go to after we kill everyone that’s in here

    What You Will Learn In This Course:

    1. Use Visual Studio with Unity in a simple way

    2. How to set a good Game Development environment

    3. Unity Engine are in a simple and comprehensive way

    4. The Basics of C# in the most fun ways possible by creating a game

    5. Use player input to control the behavior of our game

    6. Add different component to game objects

    7. Add gravity and other forces to game objects

    8. Make game objects interact with each other in our game

    9. Add sprite sheets and slice them up

    10. Create Tile assets

    11. How to create levels from our tile assets

    12. Become a ninja problem solver and learn how to go step by step to solve any problem in Game Development and coding

    13. Create animations

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: How To Use This Course

    Lecture 2: Downloading Unity and Visual Studio

    Lecture 3: Unity and Visual Studio 101

    Lecture 4: Version Control 101

    Lecture 5: Hades Game Design

    Chapter 2: Setting Up Our World

    Lecture 1: Setting Up Sprite Sheet

    Lecture 2: Creating the Player

    Lecture 3: Moving Using Inputs (variables)

    Lecture 4: Changing Player Position (Game Object Transform)

    Lecture 5: Hitting Obstacles (colliders)

    Lecture 6: Gun Aiming (Screen Point)

    Lecture 7: Aiming The Right Direction (if Statement)

    Lecture 8: Animations In Unity

    Lecture 9: Enhancing Player Animations

    Lecture 10: Velocity Of The Player

    Chapter 3: Setting Up Shooting Mechanics

    Lecture 1: Creating Bullets

    Lecture 2: Firing Bullets (prefabs and instantiation)

    Lecture 3: Firing Counter

    Lecture 4: Bullets Hitting Each Other

    Lecture 5: Bullet Impact Effect

    Lecture 6: Adding Trail To Bullets

    Chapter 4: Setting Up Enemies

    Lecture 1: Setting Up An Enemy

    Lecture 2: Moving Towards The Player

    Lecture 3: Animating Enemy

    Lecture 4: Damaging Enemy (methods)

    Lecture 5: Blood Splatter

    Lecture 6: Enemy Blood Effect (Arrays)

    Lecture 7: Enemies Attack (coroutines)

    Lecture 8: Making Proper Enemy Bullets

    Lecture 9: Enemy Shooting Range

    Lecture 10: Game Design

    Chapter 5: Creating Rooms (Tile map)

    Lecture 1: Introduction To Tilemap In Unity

    Lecture 2: Tilemap Colliders

    Lecture 3: Creating A Bigger Room (Cinemachine)

    Lecture 4: Creating Closing Doors (foreach loop)

    Lecture 5: Catching All The Enemies (Lists)

    Lecture 6: Opening Doors

    Chapter 6: Level Flow

    Lecture 1: Scene Management (scene manager and string)

    Lecture 2: Level Manager

    Lecture 3: Making Transition Even Cooler

    Lecture 4: Fading In and Out

    Chapter 7: Destructible Environment

    Lecture 1: Tornado Movement

    Lecture 2: Animating the Torpedo

    Lecture 3: Breakable Objects

    Lecture 4: Broken Pieces

    Lecture 5: Spreading Broken Pieces (Lerp and Counter)

    Lecture 6: Destroying Pieces Slowly

    Chapter 8: Advanced Shooting (Weapons System)

    Lecture 1: Creating A Shooting System

    Lecture 2: Fire Rate Counter

    Lecture 3: Having Different Weapons

    Lecture 4: Switching Between Weapons

    Lecture 5: Weapons Display UI Canvas

    Lecture 6: Making Camera Shake

    Chapter 9: Health System

    Lecture 1: Setting Up Player Health System

    Lecture 2: Health Bar UI Canvas

    Lecture 3: Updating UI with Scripts

    Lecture 4: Creating A Death Screen

    Lecture 5: Making Player Invincible

    Lecture 6: Adding Spikes On The Ground

    Chapter 10: Pickups

    Lecture 1: Picking Up Health

    Lecture 2: Random Item Drop

    Lecture 3: Picking Up Weapons

    Lecture 4: Adding Picked Up Weapon

    Lecture 5: Creating A Chest That Opens

    Lecture 6: What To Spawn

    Chapter 11: Music & SFX

    Lecture 1: Lets Talk About Music

    Lecture 2: SFX In Unity

    Lecture 3: Using Audio Mixer

    Chapter 12: Multiple Enemy Types

    Lecture 1: Different Types of Enemy (Game Design)

    Lecture 2: The Cowardly Enemy

    Lecture 3: The Wanderer

    Lecture 4: The Patroller

    Chapter 13: Shop & Money System

    Lecture 1: Creating Money (Bitcoin)

    Lecture 2: Picking Up Bitcoin

    Lecture 3: Displaying UI On Our Canvas

    Lecture 4: How To Earn Bitcoin

    Lecture 5: Shop Items

    Lecture 6: Buying From Shop

    Lecture 7: Getting Upgrading A Health

    Lecture 8: Shopping For Weapons

    Chapter 14: Creating Menus

    Lecture 1: Setting Up Title Screen

    Lecture 2: Having Victory Screen

    Lecture 3: Restarting Level After Death

    Lecture 4: Setting Up Pause Menu

    Lecture 5: Resume After Pause

    Chapter 15: Boss Battles (Advanced Unity State Machine)

    Instructors

  • Rogue-Like In C# Programing Unity 2D Game Development  No.2
    Michael Murr
    Software Engineer :: Game Developer :: Entrepreneur
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  • 3 stars: 3 votes
  • 4 stars: 13 votes
  • 5 stars: 26 votes
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