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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!

Keeping 'em engaged


Take a moment to think about your gaming experiences. What is it about them that you like? Are you a fan of progression, or do you like to be acknowledged for your efforts? In this section, we will focus on providing feedback to players, and how to keep them motivated and engaged. We will look at different examples of player feedback, such as progress bars, and how can we implement them into Unity.

Feedback can be both positive and negative, and can be provided to the user in more than one way. You can provide encouragement for eliminating multiple enemies with onscreen popups saying things such as Fantastic or Multi-kill! You can also achieve this by having positive sounds, usually sounds that are pleasant to the ear (such as a chime). In contrast, when a player does something wrong, you can display onscreen messages such as Fail or Incorrect and, just like positive sounds, you can have negative ones such as a loud horn and so forth. However, just like someone nagging...

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