Classes 01–03
Enter the engine.
Open Unity, learn the editor, and get a first script running. Then spawn the first health potion.
- 01The editor, a scene, and a first run
- 02Variables and the first potion spawner
- 03Change one value, test the change
Build The first potion appears in the scene.
Classes 04–07
From repetition to functions.
Copy and paste stops scaling. Students write functions, pass parameters, call them, and clean up the code.
- 04Copy, paste, repeat — and why it breaks
- 05Functions: one name, many instructions
- 06Parameters and a function body
- 07Call it, clean it up, test it
Build One function spawns potions at any angle and radius.
Classes 08–10
Think in classes.
The code becomes a system: classes, access, and loops. Small pieces that work together.
- 08Classes and constructors
- 09Public vs private, and the dot operator
- 10Loops: stop repeating yourself
Build A class-based spawner the code can reuse.
Classes 11–14
Add systems, then ship.
A money spawner, named constants, a real challenge, a custom character, and a finished project.
- 11A second spawner: money and loot
- 12Named constants instead of magic numbers
- 13The challenge: a new spawner + custom character
- 14Quiz and the finished RPG
Build A second loot system and a finished RPG.
Every class ends with a change you can see in the game. The term ends with a quiz, a playable build, and a short explanation of how it works.
Shown: the Unity3D track. Godot and Blender follow their own project arcs.