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Mastering Unity 2D game development : master everything you need to build a 2D game using Unity 5 by developing a complete RPG game framework! / Ashley Godbold, Simon Jackson.

By: Contributor(s): Material type: TextTextPublisher: Birmingham, UK : Packt, 2016Edition: Second editionDescription: ix, 485 pages, 1 unnumbered page : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781786463456
Subject(s): DDC classification:
  • 794.81526 GO.M 2016 23
Online resources:
Contents:
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.
Summary: "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
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Holdings
Item type Current library Collection Call number Status Date due Barcode
Books Books The Knowledge Hub Library Engineering 794.81526 GO.M 2016 (Browse shelf(Opens below)) Not For Loan 211180
Books Books The Knowledge Hub Library Engineering 794.81526 GO.M 2016 (Browse shelf(Opens below)) Not For Loan 211181

Previous edition published: 2014.

Includes index.

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.

"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

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