Mastering Unity 2D game development : (Record no. 1117)

MARC details
000 -LEADER
fixed length control field 04927nam a22003257a 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220817114632.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220817s enka|||| |||| 001 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781786463456
Qualifying information paperback
040 ## - CATALOGING SOURCE
Original cataloging agency EG-CaTKH
Language of cataloging eng
Transcribing agency EG-CaTKH
Description conventions rda
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.81526 GO.M 2016
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Godbold, Ashley,
Relator term author.
245 10 - TITLE STATEMENT
Title Mastering Unity 2D game development :
Remainder of title master everything you need to build a 2D game using Unity 5 by developing a complete RPG game framework! /
Statement of responsibility, etc. Ashley Godbold, Simon Jackson.
250 ## - EDITION STATEMENT
Edition statement Second edition.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Birmingham, UK :
Name of producer, publisher, distributor, manufacturer Packt,
Date of production, publication, distribution, manufacture, or copyright notice 2016.
300 ## - PHYSICAL DESCRIPTION
Extent ix, 485 pages, 1 unnumbered page :
Other physical details illustrations ;
Dimensions 24 cm.
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Media type code n
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Carrier type code nc
Source rdacarrier
500 ## - GENERAL NOTE
General note Previous edition published: 2014.
500 ## - GENERAL NOTE
General note Includes index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 1. Overview. Getting assets ; Unity's 2D features ; Changes to Unity 5 ; Summary -- Chapter 2. Building your project and character. Project overview and structure ; Creating the project ; Creating a scene ; Sprite system ; GameObjects and components ; Classes ; Planning behaviors ; Coding with components ; Going further ; Summary -- Chapter 3. Getting animated. Fundamentals of sprite animation ; Animating the main character ; Going further ; Summary -- Chapter 4. The town view. Backgrounds and layers ; Building the scene ; Working with the camera ; Transitioning and bounds ; Going further ; Summary -- Chapter 5. Working with Unitys UI System. UI canvas ; UI text and images ; UI layout and Rect transform ; UI buttons ; Going further ; Summary -- Chapter 6. NPCs and interactions. Considering an RPG ; Advanced programming techniques ; Communicating between GameObjects ; Background tasks and coroutines ; Serialization and scripting ; Adding NPCs and a conversion system to our game ; Going further ; Summary -- Chapter 7. The world map. The larger view ; Creating our game's map ; Leaving a town ; Returning to town ; Going further ; Summary -- Chapter 8. Encountering enemies and running away. Event systems ; Exploring randomness ; Basic artificial intelligence ; State machines ; Sensors ; Setting up your battle scene ; Going further ; Summary -- Chapter 9. Getting ready to fight. Setting up our battle state manager ; Efficient RPG UI overlays ; Bring on the GUI ; Going further ; Summary -- Chapter 10. The battle begins. Designing an interesting battle system ; Preparing to attack a single enemy ; Beefing up the enemy AI ; Selecting an attack ; Selecting a target ; Attack! Attack! ; Using particle effects to represent an attack ; Finishing up the battle ; Going further ; Summary -- Chapter 11. Shopping for items. Why do we shop? ; The power of an item ; Building your shop ; Laying out your inventory ; Creating a shop and inventory Going further ; Summary -- Chapter 12. Sound and music. Choosing the appropriate sound and music ; Where to get sound and music for your game ; Audio listeners and audio sources ; Adding background music ; Adding sound effects ; Muting/unmuting audio ; Going further ; Summary -- Chapter 13. Putting a bow on it. Building in-game menu structures ; Finishing our splash screen ; Building our start screen ; Extending the editor ; Working with settings ; Going further ; Summary --Chapter 14. Deployment and beyond. Handling platform differences ; Pushing code from Unity ; Building your assets ; Packaging gotchas ; Distributing to mobile ; Social network integration ; Monetization ; Going further ; Summary.
520 ## - SUMMARY, ETC.
Summary, etc. "The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You'll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!"--Page 4 of cover
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Unity (Electronic resource)
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Programming.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Design.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Jackson, Simon,
Relator term author.
856 41 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://ebookcentral.proquest.com/lib/coventry/reader.action?docID=4724557&query=Mastering+Unity+2D+game+development+">https://ebookcentral.proquest.com/lib/coventry/reader.action?docID=4724557&query=Mastering+Unity+2D+game+development+</a>
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Books
998 ## - LOCAL CONTROL INFORMATION (RLIN)
Cataloger's name mona.romia
Cataloging process P
First Date, FD (RLIN) 20220817
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Date acquired Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Cost, replacement price Price effective from Koha item type
    Dewey Decimal Classification   Not For Loan Engineering The Knowledge Hub Library The Knowledge Hub Library 08/17/2022 836.00   794.81526 GO.M 2016 211180 08/17/2022 836.00 08/17/2022 Books
    Dewey Decimal Classification   Not For Loan Engineering The Knowledge Hub Library The Knowledge Hub Library 08/17/2022 836.00   794.81526 GO.M 2016 211181 08/17/2022 836.00 08/17/2022 Books