WEBVTT

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Welcome to your final quest.

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At this point in the course, all I have to say is congratulations.

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You have surely earned it.

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This was not an easy course to take.

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It was not a beginner course, and you've learned quite a lot about the engine and the gameplay ability

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system along the way.

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This course was quite the journey and for me, creating the course itself was a journey.

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Designing the course project, the aura game, listening to feedback from the community, taking the

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community's suggestions into account, researching the gameplay ability system and pouring thousands

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of hours of effort into making the course.

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All I have to say is that by this point, at the very end, I hope that you feel you've accomplished

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something great, as that was my aim for this course from the beginning.

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I hope that and he will, that you're now icamp to crushing your own RPG faults or any that's game genre

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that you know who to break.

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I hope that all who that any break have planned for your game project that bit it's very very complex

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has if it involves blame the huge net the freak of interconnected.

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He's the values and math and he's equations to face that.

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At least you have some tools under your belt people that you can now talk, all that use to all people

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wise, that think system to what I'm modularize base to code work, you know, to make the code of the

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systems easily likable.

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Easy bro expandable made of is I hope you the guy that you've gained insight into how y types of systems

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and then you be achieved how they can be designed.

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And I felt you've taken away from this course the fact that sometimes there is no correct way to do

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things, sometimes the correct way is figuring out how to make something happen.

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And hopefully you've found that some good best practices have been instilled upon you that you can take

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with you and use in your projects.

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Overall, all I want to say is thank you for taking this journey with me.

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Thank you for sticking it out till the end and thank you for being my student.

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It means more to me than you know, and I'm extremely grateful for each and every single person who

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takes my courses and gets something out of it.

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Thank you so much.

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Congratulations.

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And now for your quest.

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As you know, RPGs can be quite vast.

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They can have any number of features, and there are so many things that you can add to this project,

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really without a whole lot of extra effort or knowledge.

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You can just implement these things using what you already know.

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For one, you can implement enemies dropping loot and potions.

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We have potions and crystals.

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You can devise any number of pickups and you can start having your enemies drop them.

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Now how you devise that system is up to you, but I highly encourage that you make this data driven,

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making use of either data tables or data assets so that you can have nice, easy to use tables of information

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and you can perform lookups based on statistics, curve tables, and what have you.

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A level based loot tier system is typically the way to go for these, but devise any system you like.

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Now, another challenge is to make spells for the rest of the spell tree.

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We made a few, and I designed those spells that we created such that you could learn the majority of

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the main points that you would use in various different scenarios in gas.

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But really, you could make any number of abilities and have them do anything that you like.

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Another challenge could be to create more debuffs.

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We have stun and we have burn, right?

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You could make frost.

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Perhaps you freeze the character completely.

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You could have fear.

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You force the character to run away, or aura causes fear and enemies and forces them to run away.

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You can have a slow debuff, perhaps one that slows down time in a specific area.

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These are all quite common types of debuffs you'll see in RPGs, and each of them presents a unique

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set of challenges that you have to face in order to tackle them.

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You can implement more damage types such as poison, ice, and Earth, and each of these could have

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their own corresponding debuffs, if you like.

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And then, of course, RPGs have a whole list of other features and mechanics that are quite outside

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the scope of this course.

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On the gameplay ability system, you can implement quests, you can implement inventory and items,

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armor, weapons, currency, crafting, foraging, combining items into new items.

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That's what crafting is all about.

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These are all systems that you could put in place.

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And of course, serious RPGs often use dedicated servers.

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And while this is not a networking or dedicated server course, I'm working on new content in this area

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and I'll be coming out with it soon, so keep your eye out for that.

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My goal is to cover all of these topics, so as to help the community to be able to make their dreams

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and their dream games come true and become successful.

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If just one person or indie team or professional team benefits in some way from my content, that is

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what I consider a success for myself.

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So please make me successful by fulfilling your dreams and being successful.

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Thank you so much.

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I appreciate you and I hope to see you in the next series.

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Excellent job and I'll see you soon.
