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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Summary


In this chapter, we covered the concept of a GDD, what it contains, and other things to think about when it comes to explaining the concept of our game. In addition, we looked at what programs to use to create it. Next, we looked at what we need to create a prototype and how to create one. We looked at the different considerations that needed to be covered before beginning a prototype and two popular methods of prototyping known as paper prototyping and rapid prototyping. Lastly, we looked at tools for prototyping in Unity and revising the prototype, while getting the basic core concepts into Unity. In Chapter 6, Breathing Life into Your First Creation - Making It Digital!, we will begin by going over the project that will be developed throughout the remainder of this book. We will set up the project in Unity and implement some features that we have learned about in previous chapters and integrate them with some new features.

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