Application Systems Programming

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  • Particle and Effects Systems
    • For the first part of the course, you'll get an introduction to the course and its Challenge/Solution format, then launch right into challenges that will take the AsteraX game to the next level. Games and other software applications can strongly benefit from user feedback systems that provide a lot of impact and interest. Unity's particle systems can create powerful visual effects, and in the first challenge of this course, you'll implement particle systems to create satisfying explosions and other effects to add excitement to the game.
  • User Progress and Reward Systems
    • In the following two lessons, you'll continue to add important application systems to the game. First, you'll implement multiple level support with progressively increasing difficulty, as well as the ability for the user to pause the game. Then you'll create a popular type of user reward system: a set of achievements that the player can earn for reaching defined milestones.
  • Data Management and User Customization Systems
    • What's the use of user progression systems if application data doesn't persist between sessions? In this week's lesson, you'll implement a way to save the user's data to the local device. After setting up Unity Analytics in preparation for a later lesson, you'll implement user customization functionality: allowing users to unlock new ship parts and build their own custom ship from the menu.
  • Optimizing for Performance and Platforms
    • Let's assume this week that the application is relatively complete and you're ready to launch it to the public. Instead of releasing it blindly, however, you're going to wire it up to Unity Analytics and RemoteSettings, which will allow you to track user progression and update the game difficulty in an agile fashion without releasing a new version. For your final challenge of this course, you'll prepare a mobile version of the game with the appropriate inputs and optimizations.

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