Create a Fun Pirate Trading Game in PlayMaker & Unity
Build a Pirate Trading Game much like the original Tapian on the Apple II without writing a single line of code
Your Instructor
Greg Moss started working with personal computers at 12 years old. At age 15, he wrote his first paid business application, a loan management application for First American Acceptance Corporation. A few months later Greg developed a statistical application to process surveys for John A Logan College. Now more than 30 years later, Greg has produced hundreds of commercial applications and training courses, and has been involved in numerous enterprise application projects.
In addition to completing degrees in Business Administration and Information Systems Design, Greg is a Certified Information Systems Auditor, a Six Sigma Black Belt, and holds an Information Assurance Certification from Carnegie Mellon University. In addition to his successful consulting practice, Greg has worked in positions as a Chief Information Officer (CIO), Chief Executive Officer (CEO), and excels in delivering technology-enabled growth to companies. He is an experienced digital marketer and focuses on real-world results and solutions.
Greg is the founder of First Class Ventures, LLC and OdooClass.com. Over the past 8 years Greg has produced over 200 video courses covering business application development and game design.
Greg is the author of Working with Odoo, Working with Odoo 10, Working with Odoo 11, Working with Odoo 12, and Learn Odoo.
Course Curriculum
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StartIntroduction: Create a Fun Pirate Trading Game in Playmaker & Unity (1:59)
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StartCreating a Fun Pirate Trading Game in playMaker & Unity - Creating the Project (4:27)
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StartUse the Unity Editor to Layout a Strating Interface for our Game (11:58)
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StartCreating our First playMaker Finite State Machine (FSM) (12:40)
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StartLearn how to Send an Event to a playMaker Finite State Machine (FSM) (10:55)
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StartCreate the Ability to Travel Between Cities (14:20)
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StartUse Prefabs to Create Reusable Game Objects (19:04)
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StartCreate an FSM for the Products in our Game (12:35)
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StartUse a Nested Loop to Create City Product Game Objects (18:09)
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StartFinalizing the Design of our City Product Game Objects (12:53)
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StartUpdate the Product Pricing Panel when we Change Cities (17:50)
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StartUpdate the Product Pricing Panel when we Change Cities - Continued (19:05)
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StartBegin Setting Up the State Machine for Buying Products (15:58)
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StartBuy Products and Update the Ship Hold (19:05)
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StartContinue Implementing the Process to Buy Items (10:52)
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StartValidating Our Purchase to Make Sure we have Enough Room in the Ship Hold (18:36)
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StartFinalizing the Validation of Ship Hold Space Available (11:51)
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StartMake Sure we Have the Money to Buy the Products (10:48)
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StartMaking Sure we Have the Money to Buy the Products - Part 2 (11:53)
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StartAdd the Ability to Sell Products and Update the Ship Hold (19:49)
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StartAdd the Ability to Sell Products and Update the Ship Hold (Part 2) (13:25)
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StartGetting the Money from Selling Products (15:22)
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StartMaking a Display Message State Machine (10:26)
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StartCreating the Pirate Battles (19:59)
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StartImproving the Interface and Implementing Ship Damage (7:02)
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StartAdding the ability to Upgrade Your Shiphold (16:03)