Haunted Zombie Rush

This is Part 4 of my eleven-part review of the course Devslopes 3D Game Development Academy.

Haunted Zombie Rush:

Rating: ******
6/6

The first game that we get to build.
Is taught by CEO Mark Price.
It’s in 2.5 dimensions,
And it ends up looking nice.

He shows us 3D Assets
That we’ll use to make our game.
At first they do not look like much,
For the colours are all the same.

Mark Price introduces us to Haunted Zombie Rush.

He shows us how to download them,
And to import them quickly
Into the Unity game engine
That we get to use for free.

He shows us the Asset folder,
And how to organize.
We start by making folders,
A good habit, we realize.

The zombie essentially avoids hitting the objects.

We pull out a premade 3D map
And add it to our scene.
We navigate and manipulate,
And marvel at what’s on the screen.

We’re taught about materials,
Colours that go on the objects,
And also about textures,
Which go on the materials on those objects.

Working buttons allow us to play our game.

We’re shown which settings look the best.
Then we’re shown how the camera works.
We set the Game view as we want it to look,
Then throw a zombie into the works.

We angle him sideways and add some walls
To the foreground where he is.
It’s not until we start on the code
That we see what kind of game this is.

The 3D map is a lot bigger than it looks while playing the game.

It’s a zombie version of Flappy Bird!
The zombie stays in place,
Whilst the foreground walls move as obstacles.
If he hits them he’ll land on his face.

Before we get too far into the game,
We’re told to change its platform.
This will be a mobile game.
Touchscreen controls will be the norm.

We add some audio.

Now is the time we learn about scripts.
They’re the code that makes the game work.
We can attach them to GameObjects.
It’s on GameObjects that they lurk.

We start learning how to move GameObjects,
And to write Coroutines and delays,
And passing variables to and from different scripts,
And to do this in various ways.

We create and manipulate another camera.

Each lesson is a reasonable length,
Gradually paced enough to keep up,
And short enough to go back and search
In case you have messed up.

Its monkey see and monkey do,
And you’re learning as you go.
A lot of new info is coming you way.
It’s a fine line you have to tow.

We continue to adjust the camera.

We get the chance to animate
A fancy 3D model.
We need a Rigidbody to make him move,
And, if we prefer, to dawdle.

We keep working on the game,
Adding music and other sounds.
We add a GUI and a Cutscene start,
And see it start to come around.

Mark gives us some homework.

Before you know it, we’ve a playable game
That will dazzle again and again.
Mark gives us some homework to improve it,
And we work towards that end.

Whereas we began with almost nothing,
Now we have an app.
We’re even told where we can purchase
The assets that we used for our map.

Irrelevant now (or is it?), Mark teaches us how to install VS Code, a replacement for MonoDevelop.

Lastly, though this is redundant now,
Mark shows us how to install
A code editor called VS Code,
For Monodevelop would sometimes stall.

Making this game was a lot of work,
But it was also a lot of fun.
I’m rating this particular lesson
With a two and a three and a one.

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