I highly recommend taking this Unity developer course (https://www.udemy.com/unitycourse/) as a refresher to developing with Unity, especially if you can buy it during a Udemy lightning sale. It it continuously being updated, and now covers the additional functionality from Unity 5.
I am uploading desktop builds for each of the mini-projects that I am producing during this course, along with a couple of screenshots to track my progress in a public space.
I am committing the source code I generate during this course into this public git repository: https://bitbucket.org/sharpstringer/unity-course/src
Prison Text Adventure
This mini-project is a text adventure game demonstrating use of the Unity UI system, a state-machine written in C#, and input handling.
This mini-project is a text based logic game that guesses a number that you pick between a certain range. This game has a menu system, and has transitions between multiple scenes based on a combination of user input and C# script logic.
This mini-project is a block breaking game where you have to move a paddle until all the blocks are smashed.
- We reuse the menu system created in the previous game to fulfill the same functionality here, imported as a library.
- The game uses the Unity physics system to process collisions and ball bounces, including box and polygon colliders and physics materials.
- It has multiple levels that can be played in order to win the game.
- Multiple reusable prefabs are set up to be able to quickly design new levels.
- There is a background theme, and event driven sound clips.
- The game uses sprite sheets for the multiple break states of the bricks
- The game uses gameobject tags to determine whether bricks are unbreakable.
This mini-project is an action game in which you control a space ship to defend against enemy space ships.
- This game has dynamic object generation according to user input and scripted behaviour, and object cleanup using off-screen colliders
- Object collisions are processed multiple layers to ensure that only valid collisions are processed (i.e. enemy lasers pass through enemy ships)
- Frame-rate independent movement
- Parallax particle system background and ship-thruster
- Singleton music player managing background music
- Sound effects based on events (laser fired by player, laser fired by enemies, enemy ships destroyed)
- Sprite rendering layers to ensure that lasers and ships are rendered in the correct order