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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!

Designing our application


As we have seen in the previous chapters of this book, the design stage is really important and shouldn't be skipped. This section will give you an overview of what we are going to implement in this chapter.

First of all, we want the user to use a lateral menu to navigate through different parts of the application, as in the following diagram:

Then, we want to show the tasks to the player, like in the following diagram:

Do you notice the two buttons at the bottom that create a new task and delete completed ones? We will add this later, but it presents us with some additional functionality to add to the application by creating a new task screen. Of course, we have the profile page, which we created in Chapter 2, Who or What Am I? Understanding the Player; following screenshot shows this, just to refresh your memory:

Furthermore, we also have a home page, where for the moment we can just show the profile picture of the user or the logo of the app. Now, with this...

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