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

Product typeBook
Published inNov 2018
Reading LevelBeginner
PublisherPackt
ISBN-139781789538335
Edition1st Edition
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Author (1)
Lucas Bertolini
Lucas Bertolini
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Lucas Bertolini

Lucas Bertolini has 10+ years' experience as a video game software developer. He has worked on three major projects: for Pollux Ltd. (Hong Kong) as a game developer and designer; for Schell Games (Pittsburgh, US) where he moved and worked as a developer until the project was completed; and for Globant as a developer. He has worked in technical education for 5+ years and has taught a variety of programming courses. He is the cofounder of NGA and Bytenarchy Studios, both digital services development companies that use Unity as their main technology. Lucas has written Hands-On Game Development without Coding, available from Packt.
Read more about Lucas Bertolini

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Preface

Hands-On Visual Scripting with Unity is the first visual scripting book on the market. It was tailor made for a non-programming audience who are wondering how a video game is made.

After reading this book, you will be able to develop your own 2D and 3D video games and speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even just have fun.

The best thing about Hands-On Visual Scripting with Unity is that you don't need any previous knowledge to read and understand the process of creating a video game. It is our main focus to provide you with the opportunity to create a video game as easily and as quickly as possible.

Once you've read the book, you will be able to create player input interaction, levels, object behaviors, enemy AI, and your own UI, and then you'll give life to your game by building it.

Who this book is for

This book focuses on people who don't have programming skills. They could be game designers, level designers, teachers, or students who do not have any experience of coding or gaming development. The reader has to be interested in the gaming business or willing to introduce themselves to this knowledge as a hobby.

With this book, readers will have the chance to develop 2D and 3D games, without coding. This will help them to create games for presentations, children's education, level design, game design, proofs of concept, or even just for fun!

What this book covers

Chapter 1, Game Design – Introduction, starts by going through several game and level design topics. Basic 2D and 3D game rules, gameplay, levels, player psychology, challenging levels and enemies, and appropriate visual aesthetics, among other things, will be the main focus of this chapter. On top of this, we want to encourage your creativity so that once you finish the entire book, you have sufficient knowledge to create your own game.

Chapter 2, User Interface – Layouts and Shortcuts, focuses on building a bridge between the user and the engine. We will go through the main windows of Unity and learn the functionalities of each one of them. In addition to this, we will make the initial configurations in order to start crafting our video game. Last, but not least, we will give you some tips and shortcuts for the better and faster use of the program.

Chapter 3, Basic Concepts – Variables and Components, shows us that the game kit gives us many possibilities, but this can be a little overwhelming. Before we can begin with the creation of our game, we need to learn some basics in order to understand behaviors, as well as the gameplay flow and information shown. This is why this chapter focuses on data types and their visualization, which ends in a basic flow of information throughout many components in our game.

Chapter 4, Getting Started – Object Placement, is the first step into the digital world that we are about to create. You will learn how to create your initial project, select the desired template (2D or 3D), and play around with the quality and resolution settings. After that, we will create the base for our levels, and whether in 2D or 3D, you will learn how to place different objects along the virtual space and change the space's visuals.

Chapter 5, Object Behaviors – Adding Logic to Objects, aims to differentiate between object behaviors that we can add to our game objects around the level. Once finished, we will be able to create moving objects and detect collisions, among being able to program other behaviors that we can use within our game. We will execute it for the first time and start testing everything we will have learned.

Chapter 6, Player Character – Components and Behaviors, helps us to enhance our knowledge of object creation and component behaviors by inspecting the player. Once this chapter concludes, you will have either a 2D or 3D object that will be used to interact with the player and enhance the gameplay.

Chapter 7, Interactable Objects – Enhancing Interaction, involves giving life to the world around the player. This means that our player will be able to collide in their world with new objects that we will create. Both 2D and 3D items will be explored and created, which will conclude our initial creations in the game.

Chapter 8, Playing with Visual and Sound Effects, will teach us how to integrate feedback and interaction between the player object and the environment. We will learn how to collide with an object and respond to that collision, from both sides (player and the environment).

Chapter 9, Enemy Logic – Basic AI, shows us how to understand the logic behind enemy behaviors. Why do they patrol, or chase, or run? How can we make them get to other states? Everything behind the concept of AI is covered.

Chapter 10, Enemy Components and Behaviors, dives deeper into our enemy AI and introduces everything there is to know about the enemies. It is well known that in order to achieve fun gameplay, we need to have a challenge.

Chapter 11, A Bigger Challenge – The Boss, helps us to go step by step to learn about the boss in our game, their behaviors, and their components. Once this chapter concludes, your level will have different enemies and will conclude with the boss.

Chapter 12, UI Interaction – Menu and Button Feedback, demonstrates the logic behind buttons and a basic UI, as well as how to create menus. Now that we have our gameplay, it is time to work on our UI system so that the user can have access to some of the relevant information.

Chapter 13, Gameplay HUD – Player UI and Dialog Box, helps us to understand the gameplay HUD, which will show the most elemental information for the gameplay. The health bar, inventory, and transition screens will be shown to make the scene more user friendly.

Chapter 14, Project End – Platform Selection and Building, covers the entire building process for Windows PC and Android devices. At this point, the game will be finished, but there will still be some more work to be done until we can enjoy playing it: building, testing, and finally sharing! That's what this chapter covers.

To get the most out of this book

There is no need to rush; take as long as you need to finish this book. There are many topics in this book that can have a number of variations, so use the examples I have prepared and take your time to test them in your own way too.

This book is meant to be read twice; once for the 2D Game Kit, and a second time for the 3D Game Kit. The reader is not supposed to read both sections at the same time.

This is meant to be the basis for your game, so once each chapter is finished, you need to keep on working before starting the next one. If you read the book as fast as you can, you will definitely miss very important things.

Readers need to have a basic knowledge of interfaces and understand the virtual space and its rules. They also need to learn the behaviors and roles that each component must have in order to make a video game.

Readers should be willing to learn about video game development and create a video game without the need to learn any programming language.

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: http://www.packtpub.com/sites/default/files/downloads/9781789538335_ColorImages.pdf.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "We can use Game Kit's RocksPainter or Vegetation painter, which are placed in the Hierarchy."

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "In this case, we have to click on the Learn tab at the top left."

Warnings or important notes appear like this.
Tips and tricks appear like this.

Get in touch

Feedback from our readers is always welcome.

General feedback: If you have questions about any aspect of this book, mention the book title in the subject of your message and email us at customercare@packtpub.com.

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packt.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details.

Piracy: If you come across any illegal copies of our works in any form on the internet, we would be grateful if you would provide us with the location address or website name. Please contact us at copyright@packt.com with a link to the material.

If you are interested in becoming an author: If there is a topic that you have expertise in, and you are interested in either writing or contributing to a book, please visit authors.packtpub.com.

Reviews

Please leave a review. Once you have read and used this book, why not leave a review on the site that you purchased it from? Potential readers can then see and use your unbiased opinion to make purchase decisions, we at Packt can understand what you think about our products, and our authors can see your feedback on their book. Thank you!

For more information about Packt, please visit packt.com.

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Published in: Nov 2018Publisher: PacktISBN-13: 9781789538335
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Author (1)

author image
Lucas Bertolini

Lucas Bertolini has 10+ years' experience as a video game software developer. He has worked on three major projects: for Pollux Ltd. (Hong Kong) as a game developer and designer; for Schell Games (Pittsburgh, US) where he moved and worked as a developer until the project was completed; and for Globant as a developer. He has worked in technical education for 5+ years and has taught a variety of programming courses. He is the cofounder of NGA and Bytenarchy Studios, both digital services development companies that use Unity as their main technology. Lucas has written Hands-On Game Development without Coding, available from Packt.
Read more about Lucas Bertolini