OUYA Game Development by Example


OUYA Game Development by Example
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Create enthralling and unique games for the OUYA console
  • Learn basic scripting methods in a three-dimensional game engine
  • Polish and package your games for publishing on the OUYA marketplace

Book Details

Language : English
Paperback : 268 pages [ 235mm x 191mm ]
Release Date : May 2014
ISBN : 1849697221
ISBN 13 : 9781849697224
Author(s) : Jack Donovan
Topics and Technologies : All Books, Application Development, Game Development, Other, Beginner's Guides


Table of Contents

Preface
Chapter 1: Experiencing the OUYA
Chapter 2: Installing Unity and the OUYA ODK
Chapter 3: Diving into Development
Chapter 4: Moving Your Player with Controller Input
Chapter 5: Enhancing Your Game with Touch Dynamics
Chapter 6: Saving Data to Create Longer Games
Chapter 7: Expanding Your Gameplay with In-app Purchases
Chapter 8: Polishing and Prepping Your Game for Deployment
Chapter 9: Blazing Your Own Development Trail
Appendix: Pop Quiz Answers
Index
  • Chapter 1: Experiencing the OUYA
    • Setting up the console
    • Networking
    • Displaying games
    • Time for action – installing your first game
    • Playing the OUYA
    • Touch controls
    • Summary
  • Chapter 2: Installing Unity and the OUYA ODK
    • Installing the game engine
    • Time for action – setting up Unity
    • Downloading and configuring additional packages
    • Time for action – downloading Java, the Android SDK, and the ODK
    • Modifying the PATH variable
    • Time for action – editing PATH on Mac OS
    • Time for action – editing PATH on Windows
      • Installing packages with the Android SDK
    • Time for action – installing Android packages
    • Configuring the USB connection
    • Time for action – configuring the USB driver on Windows
    • Time for action – exporting OUYA packages from Unity
    • Time for action – importing packages into a new workspace
    • Summary
  • Chapter 3: Diving into Development
    • Creating a 3D text prototype
    • Time for action – manipulating the scene
    • Time for action – creating and scripting 3D text
    • Creating a custom function
    • Time for action – writing a function
    • Time for action – capturing data with return values
    • Time for action – controlling functions with parameters
    • Making our scripts interactive
    • Time for action – adding keyboard interaction to scripts
    • Deploying our code on OUYA
    • Time for action – running your first test on OUYA
    • Summary
  • Chapter 4: Moving Your Player with Controller Input
    • Creating an interactive marble prototype
    • Time for action – setting the scene
    • Time for action – importing a Unity input script
    • Time for action – turning input into movement
    • Time for action – movement with the OUYA SDK
    • Adding additional functionality to our marble
    • Time for action – adding button features
    • Time for action – improving the camera
    • Completing our game
    • Time for action – adding a goal zone
    • Summary
  • Chapter 5: Enhancing Your Game with Touch Dynamics
    • Using the touchpad to interact with buttons
      • Creating the cannonball prototype
    • Time for action – creating a cannon prefab
    • Time for action – creating an interactive button
    • Time for action – adding an impulse force to a rigidbody component
    • Using cursor data to add touch input to games
    • Time for action – reading mouse position in Unity
    • Time for action – creating a vector from cursor movement
    • Incorporating touch data into your mechanics
    • Time for action – hiding the cursor on the screen
    • Time for action – creating a target for the cannon
    • Summary
  • Chapter 6: Saving Data to Create Longer Games
    • Creating collectibles to save
    • Time for action – creating a basic collectible
    • Time for action – scripting the collectible
    • Time for action – accessing the scripts on other objects
    • Saving data with the Unity engine
    • Time for action – saving data with PlayerPrefs
    • Time for action – setting up a GUI Text object
      • Using save data in multiple scenes
    • Time for action – counting cannonballs
    • Time for action – checking high scores in a new scene
    • Time for action – displaying high score values
    • Saving data with the OUYA API
    • Summary
  • Chapter 7: Expanding Your Gameplay with In-app Purchases
    • The different kinds of in-app purchases
      • Entitlements
      • Consumables
    • Setting up a product on the OUYA developer portal
    • Time for action – preparing your game for in-app purchasing
    • Coding in-app purchasing in your game
    • Time for action – creating a purchase screen
    • Time for action – creating your first purchase function
    • Time for action – saving and loading successful purchases
    • Time for action – reflecting unlocked functionality in games
    • Adding polish with Unity Asset Store packages
    • Time for action – adding explosions to your cannonballs
    • Pricing your in-app purchases
      • Setting the price of your full game
    • Picking a monetization model
    • Summary
  • Chapter 8: Polishing and Prepping Your Game for Deployment
    • Meeting the OUYA content guidelines
    • Time for action – containing game elements within the safe zone
    • Time for action – creating icons for your game
      • Following the Unity Submission Checklist
    • Polishing Unity projects in depth
      • Creating your game flow
    • Time for action – creating a title screen
    • Time for action – creating a loss screen
      • Creating a tutorial
    • Time for action – creating a tutorial scene
    • Time for action – linking your tutorial to your game
    • Creating a following camera in Unity
    • Time for action – creating a following third-person camera
    • Time for action – adding audio to your game
    • Packaging your project for submission
    • Time for action – creating your game on the developer portal
    • Summary
  • Chapter 9: Blazing Your Own Development Trail
    • Expanding your skills with advanced challenges
      • Working with shaders in depth
    • Time for action – creating a custom font with a text shader
    • Time for action – creating a fire effect with a particle shader
      • Advanced data saving
    • Time for action – saving the player's position
      • Making a more polished GUI
    • Time for action – creating a reusable GUI Skin
    • Time for action – making an automatically scaling GUI texture
      • Lighting your scenes perfectly
    • Time for action – adding realism to your scene with lightmapping
      • Making your world feel real with Physics Materials
    • Time for action – applying an ice Physics Material
    • Popular game development methodologies
      • The Waterfall model
      • The Agile methodology
      • The Scrum methodology
    • Basic design patterns for larger code projects
      • The Singleton pattern
      • The Factory pattern
      • The Command pattern
    • Getting started with version control
    • Time for action – creating a BitBucket repository
    • Time for action – preparing Unity for version control
    • Time for action – making your first commit and push
    • Finding your own answers to questions online
      • Stack Overflow
      • OUYA Forums
      • Unity Forums
    • Summary
  • Appendix: Pop Quiz Answers
    • Chapter 2, Installing Unity and the OUYA ODK
    • Chapter 3, Diving into Development
    • Chapter 4, Moving Your Player with Controller Input
    • Chapter 5, Enhancing Your Game with Touch Dynamics
    • Chapter 6, Saving Data to Create Longer Games
    • Chapter 7, Expanding Your Gameplay with In-app Purchases
    • Chapter 8, Polishing and Prepping Your Game for Deployment
    • Chapter 9, Blazing Your Own Development Trail

Jack Donovan

Jack Donovan is a game developer and a co-founder of Team Aurora Games, an independent game studio located in Burlington, Vermont. He founded Team Aurora Games with a group of his college peers because they wanted an outlet for creative projects that could eventually evolve into fully marketable games. He has been coding games in the Unity game engine since 2010, and has been working with the OUYA console ever since the initial developer kit release in 2012.

He programs primarily in C#, C++, Objective-C, and JavaScript. He has extensive experience in the DirectX, XNA, and Unity libraries and has developed his own homemade engines as well.

He is also a passionate technical writer. He has contributed DIY/instructional articles to Wired.com and Popular Science magazine, covering several unique hardware and software projects.

He studied at Champlain College, which he graduated from in May 2014 with a Bachelor of Science degree in Game Programming.

When he's not making games, he loves playing them with friends and discovering new ideas and concepts. He's an avid music listener and coffee drinker, both of which helped make this book possible.

He can be reached at jack@teamauroragames.com, and all of his present and future projects can be found at teamauroragames.com.

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Sample chapters

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What you will learn from this book

  • Control camera functions, lighting, and appearance in a 3D game engine
  • Script gameplay in Unity3D in the C# programming language
  • Use the OUYA API to process input from controllers
  • Create longer games by coding, saving, and loading systems
  • Configure your computer to deploy code directly to the OUYA console
  • Improve the appearance of games with materials and textures
  • Implement in-app purchases in the game in order to monetize the game in a more effective manner

In Detail

The OUYA console and development kit gives you the power to publish video games for the players, creating a console marketplace of the gamers, for the gamers, and by the gamers. Using the OUYA developer kit and the Unity3D game engine, even beginners with a captivating game idea can bring it to life with a hint of imagination.

OUYA Game Development by Example uses a series of feature-based, step-by-step tutorials that teach beginners how to integrate essential elements into a game engine and then combine them to form a polished gaming experience.

Approach

"OUYA Game Development by Example" consists of different game application examples. No prior experience with programming is required. You will learn everything from scratch and will have an organized flow of information specifically designed for complete beginners.

Who this book is for

Using this book, you can get started with creating games without any game development experience. This book is perfect for anyone that wants to make video games but is unsure of where to start. It covers elements of game design, art, and programming comprehensively, and the engine used throughout all of the tutorials is very beginner-friendly. No prior knowledge is assumed or required for the tutorials in this book.

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