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Learning C# by Developing Games with Unity 5.x - Second Edition

You're reading from  Learning C# by Developing Games with Unity 5.x - Second Edition

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781785287596
Pages 230 pages
Edition 2nd Edition
Languages

Table of Contents (20) Chapters

Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – From Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables — What Next? Index

Generating levels versus designed levels


The next big chunk of development in our game is the level. A level is simply the environment that a player is placed in virtually. You are probably a gamer yourself, so I don't really need to explain this much. However, I want to talk about one thing—we need to make a decision on how we want the level to look and behave to keep the player engaged all the time.

A level can be either randomly generated during the game (for example, in Run), or have static, designed by level designer layout (for example, Super Mario Bros.).

There are pros and cons to both level types. A designed level can be customized very easily and is easier to develop in general. However, the player might not like the repetitiveness of the level at all.

If we choose the generating-during-gameplay approach, we have slightly more work to do. However, the level can be endless and random every time the player sees it. The player will always be challenged by different level layouts. Let...

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