Make A Game Like Pokemon in Unity | #109 - Battle Sub States Refactor
This is Part 109 of Make a Game Like Pokemon Series in Unity. In this video, we'll start refactor the ActionSelection & MoveSelection state of the battle system to use the StateStack Architecture. 0:00 - Intro 0:37 - Refactor the ActionSelection state 12:29 - Refactor the MoveSelection state 33:04 - Test Checkout the 3D Pokemon Course - Get the complete project files of this series - Get script files for each part of this series (Useful to find mistakes in your script) 0:00 - Demo 1:09 - Updating unity version 3:45 - Create Cutscene Actions 9:48 - Custom Editor for Cutscenes Features I'm planning to cover next If you like this series, consider subscribing to the channel and leave a like on the video to help this channel grow.
Hi, my name is Athul. I'm a Software Engineer who is passionate about Game Programming The problem I'm trying to solve Most of the unity tutorials on youtube are beginner-level that focuses on creating something without considering good practices, design patterns, etc. This is fine when you're making a small game like flappy bird, but for bigger games (like an RPG), it's important to architect it in a scalable way using design patterns and good development practices, otherwise, it will become too messy and frustrating to work on as it grows. I focus on creating intermediate-level tutorial series that covers the creation of games using a good and scalable architecture. Before making a tutorial, I make sure the code is clean and readable. Tutorial series I'm working on Turn-Based RPG like Pokemon in Unity - In this series, I've covered topics like turn-based battle systems, grid-based movement, random encounters with wild pokemon, storing the data of pokemon as scriptable objects