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Learning Unity 2D Game Development by Example



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Author: Venita Pereira

Publisher: Packt Publishing

Genres:

Publish Date: September 24, 2014

ISBN-10: 1783559047

Pages: 346

File Type: Epub, Mobi, Pdf

Language: English

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Book Preface

Many of us enjoy games, are creative and imaginative, and want to be able to create our very own games—now more than ever before. Whether it is simply for fun, out of pure passion, or as a career, the game development industry is currently one of the biggest, most rewarding, and most lucrative industries.

For this very reason, there are many analogies of game development being compared to or synonymous with the gold rush. We all have a vision, but a lot of the time, we either do not know how to go about it, or we go about it in the wrong way.

The aim of this book is to help beginners start on the right path by explaining game development as a whole and then breaking it down into its simplest components, making it easy to digest. Those already proficient in Unity will be able to learn the new 2D features quickly and easily.

When creating games, there are always new things to learn and discover, and no single book can teach everything because every one of us will want to create a huge variety of game mechanics and scenarios. However, the book covers all the essential foundations through a variety of genres so that by the end of it we will be able to create any game that we so desire.

What this book covers

Chapter 1, Getting to Know Unity, takes a look at how to work with Unity’s new 2D workflow by creating a 2D scene using the new project option available. We will then step through the Views that make up the Unity Editor interface.

Chapter 2, Setting the Scene, shows us how to work with the new 2D camera to set up the scene with different types of backgrounds, either static or dynamically using a tileset.

Chapter 3, Add Some Character, provides an overview on how to add a character to the game by making use of the new sprite toolset. We will also learn about 2D animation by creating a simple idle animation for the character using the new dopesheet feature.

Chapter 4, Code Control, goes through the core concepts of programming by creating basic code in UnityScript that takes us from printing output to controlling a character and destroying an enemy.

Chapter 5, What’s Your Input?, teaches us all about the various input types and states. We will then go on to learn how to create buttons and the game controls by using code snippets for input detection.

Chapter 6, Game #1 – Roguelike, shows us how to create our first basic 2D game in Unity with UnityScript. This game will include movement, collisions, triggers, states, projectiles, boundaries, and randomly spawning entities.

Chapter 7, Game #2 – Classic Arcade, informs us about game conditions and how to display them on the screen by implementing a HUD with all the UI elements in a classic arcade game.

Chapter 8, Game #3 – Endless Runner, provides an insight into the new 2D parallax scrolling in Unity and how to use it to create our own side-scrolling endless runner, polished up with particle effects.

Chapter 9, Game #4 – Physics Fun, takes a look at the new Box2D physics in Unity and how to use this to create a physics game similar to Angry Birds that simulates real-world physics.

Chapter 10, You Are Ready!, prepares us for our onward journey with audio, feedback, and deploying our game. We will use everything that we have learned throughout the book to create a game similar to Doodle Jump. We will then be guided on our onward journey in 2D game

What you need for this book

This book can be read without any additional resources; however, we recommend access to some physical lab resources to install Unity on and at least a trial version of Unity. The first chapter walks us through downloading and installing Unity.

A reasonable lab setup can be one on a single physical host with at least a dual or quad core processor and 8 GB (preferably) of RAM.


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