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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!

Creating the application interface


Previously, in Chapter 2, Who or What Am I? Understanding the Player, we created the profile screen for our application. However, this is only one of application screens that our lateral menu will link to, as shown here:

Once we click the menu button, we can then toggle our menu to make it appear or disappear. The following is a list of menu items:

  • Homepage: Here, the user is able to see the unlocked achievements and their progress

  • Tasks: This is the main page of our application where the user is able to see all her or his tasks, add new ones, and remove old ones

  • Profile: This is the page we have already implemented, in which the user is able to change their profile

  • Quit: This is just a button to close the application

However, we still need to implement a lot of features in our application, since we also need to consider the logic behind it. However, most of these will be covered later in this chapter.

Tip

This is an optional step. If you want, you can create...

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