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Creating a Text Based Adventure Part 2 - Displaying Inventory [6/10] Live 2017/3/29
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Creating a Text Based Adventure Game in C# with Unity
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- 1 Creating a Text Based Adventure - Introduction and Goals [1/8] Live 2017/3/22
- 2 Creating a Text Based Adventure - Project Architecture Overview [2/8] Live 2017/3/22
- 3 Creating a Text Based Adventure - Creating Rooms [3/8] Live 2017/3/22
- 4 Creating a Text Based Adventure - Creating Exits [4/8] Live 2017/3/22
- 5 Creating a Text Based Adventure - Text Input [5/8] Live 2017/3/22
- 6 Creating a Text Based Adventure - Reacting To String Input [6/8] Live 2017/3/22
- 7 Creating a Text Based Adventure - Input Actions And The Delegate Pattern [7/8] Live 2017/3/22
- 8 Creating a Text Based Adventure - Questions and Answers [8/8] Live 2017/3/22
- 9 Creating a Text Based Adventure Part 2 - Introduction and Goals [1/10] Live 2017/3/29
- 10 Creating a Text Based Adventure Part 2 - Project Architecture and Review [2/10] Live 2017/3/29
- 11 Creating a Text Based Adventure Part 2 - Displaying Item Descriptions [3/10] Live 2017/3/29
- 12 Creating a Text Based Adventure Part 2 - Examining Items [4/10] Live 2017/3/29
- 13 Creating a Text Based Adventure Part 2 - Taking Items [5/10] Live 2017/3/29
- 14 Creating a Text Based Adventure Part 2 - Displaying Inventory [6/10] Live 2017/3/29
- 15 Creating a Text Based Adventure Part 2 - Action Responses [7/10] Live 2017/3/29
- 16 Creating a Text Based Adventure Part 2 - Preparing The Use Item Dictionary [8/10] Live 2017/3/29
- 17 Creating a Text Based Adventure Part 2 - Creating The Use Action [9/10] Live 2017/3/29
- 18 Creating a Text Based Adventure Part 2 - Displaying Inventory [10/10] Live 2017/3/29