Author Topic: What should I teach in my (Unity) Programming Class?  (Read 2104 times)

Long-story short; I'm getting my own programming class which is about 1 - 3 hours long at 1 session per week to start off with. While the class is orientated towards answering questions for the students doing internship/major and have programming problems they can't solve, I'd also like to have a list of subjects to cover that might help them.

For reference, these students know the basics of C# programming; they can creates variables and arrays, use/create methods, work with loops and logic braches (ifs and switches), as well some of the Unity specific stuff.

I'd like to instil some OOP lessons and also do a class on important maths. Wondering if any more experienced programmers than me have some suggestions for good things to teach these guys, given they likely won't learn this stuff by themselves.

how to forget up a game and make a shilling

how to make blood dragon 2

If there's that one really advanced student, let him do his thing.

If there's that one really advanced student, let him do his thing.
I am the advanced student.

A simple 2D infinite running game is a good place to start (when I was learning programing this was my first project)



How to make a random generated terrain, if thats not too advanced or simple, forget do I know

Teach them to not use Unity


A simple 2D infinite running game is a good place to start (when I was learning programing this was my first project)
That was the first assessment in the only official programming class they've had and they all produced some cool work, so they know that much. Good idea, though.

How to make a random generated terrain, if thats not too advanced or simple, forget do I know
The Unity Learn site actually covers this, so it's a great place to go since I'll have resources. Thanks.

Teach them to not use Unity
Our college won't install more than 4 copies of Unreal 4 and they refuse to install Visual Studio, CodeBlocks or any other kind of IDE, and I've yet to find a portable IDE that's not years behind.

Force-based steering behaviors.
Oh forget yeah, thanks. We're covering AI down the road so this will be wonderful.

Teach them how 2 out of X number of people in the class will actually be successful in life.

teach them the proper method of jacking off and leaving

Responsive huds n stuff
Main menus
Character costumization
Quicktime events
Inventory stuff like in dayz
Weapon costumization

Responsive huds n stuff
I'm awful at UI Design; I could teach them stuff about UI implementation, but I'd rather avoid it.

Main menus
That might be a good idea; option menus and persistence (saving and loading) would be specific ideas that'd be great to cover.

Character costumization
Weapon costumization
That's a good one.

Quicktime events
Interestingly enough, my gamejam game was a QTE-based game, so I've got that down. Good idea.

Inventory stuff like in dayz
Doesn't seem hard at all, thanks.