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Hands-On Game Development without Coding

You're reading from  Hands-On Game Development without Coding

Product type Book
Published in Nov 2018
Publisher Packt
ISBN-13 9781789538335
Pages 430 pages
Edition 1st Edition
Languages
Author (1):
Lucas Bertolini Lucas Bertolini
Profile icon Lucas Bertolini

Table of Contents (16) Chapters

Preface 1. Game Design - Introduction 2. User Interface - Layouts and Shortcuts 3. Basic Concepts - Variables and Components 4. Getting Started - Object Placement 5. Object Behaviors - Adding Logic to Objects 6. Player Character - Components and Behaviors 7. Interactable Objects - Enhancing Interaction 8. Playing with Visual and Sound Effects 9. Enemy Logic - Basic AI 10. Enemy Components and Behaviors 11. A Bigger Challenge - The Boss 12. UI Interaction - Menu and Button Feedback 13. Gameplay HUD - Player UI and Dialog Box 14. Project End - Platform Selection and Building 15. Other Books You May Enjoy

Interactable Objects - Enhancing Interaction

In the previous chapter, we deeply reviewed every player character component in detail, in order to learn how we can use them to alter the gameplay.

In this chapter, we will extend the gameplay by adding more interactable objects to our levels, making it more complex, and even creating some new objects using Game Kit prefabs as a base.

We will be giving life to the world around the player. This means that our player will be able to collide with the world via the new objects that we will create. Both 2D and 3D items will be explored and created, a process that will result in our first creations in the game.

The following topics will be covered in this chapter:

  • Interactable objects
  • Creating new objects
  • Rigidbody—the physics component

2D Game Kit

Going along the 2D path, we will look into new areas of interaction with different objects, and also learn how to create new objects. Come on, follow me.

Interactable objects

The 2D Game Kit offers a variety of interactable objects with which we can enhance our gameplay. We will go through the most important objects that we'll need to implement, explaining how to use them.

It is up to us if we want to use these objects or not, in order to challenge the player with a more difficult game. Bear in mind everything we read in Chapter 1, Game Design – Introduction.

Pads and doors

...

3D Game Kit

We are moving forward on the 3D path, way to go! Now we will learn about new interaction objects, as well as creating our own. Come on, follow me.

Interactable objects

The 3D Game Kit has many interactable objects from which we can choose to use in our game, in order to enhance the gameplay. We will learn how to use the most important ones, but it is up to us to use it or not in order to create a more challenging game for our player. It will be good if we keep in mind everything we read in Chapter 1, Game Design - Introduction.

The 3D Game Kit has many great facilities has to offer. We can find them in the Assets | 3DGameKit | Prefabs | Interactables folder.

...

Summary

This has been a crucial chapter in the development of our video game. Now that we've reached this point, we will be able to use and create objects that will enhance our level's gameplay, as well as giving us the possibility to create a more challenging game.

We have gone through different interactable objects, for which we can now activate animations, destroy them, change materials, send messages, and set them to react to certain events. All of this will make our video game better. In addition to this, we also learned how to change our background and create certain objects of our own, using other objects as a base.

We can use everything we learned in many different ways, combining the usability of the objects and components to achieve whatever we can imagine.

In the next chapter, we will learn how to add visual effects and sound effects to the reactions, as well...

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Hands-On Game Development without Coding
Published in: Nov 2018 Publisher: Packt ISBN-13: 9781789538335
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