Mastering Unity 2D Game Development

Mastering Unity 2D Game Development will give your game development skills a boost and help you begin creating and building an RPG with Unity 2D game framework
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Mastering Unity 2D Game Development

Simon Jackson

1 customer reviews
Mastering Unity 2D Game Development will give your game development skills a boost and help you begin creating and building an RPG with Unity 2D game framework

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Book Details

ISBN 139781849697347
Paperback474 pages

Book Description

Unity3D has long been seen as a massive 3D game-making middleware system, with lots of power and an easy-to-use editor. Now, with 2D games back in fashion, Unity has created a 2D toolset for developers with the know-how to create great games.

If you are looking for a book that will show you how to make a fully functional, customizable RPG game end to end, then this is the book for you. You will learn how to build an RPG game framework, learning lots of tips and tricks along the way, from advanced C# scripting to getting the most out of Unity's built in features such as Mecanim and curves in ways you may have not even considered.

By the end of this book, you will be able to architect, create, deploy, and integrate your game with all of your intended platforms, and have the knowledge to build and customize the Unity editor for the games you create with confidence. You will also be tooled with tricks from the trade on marketing, monetization, targeting as many platforms as possible, with a keen focus on how to best profit from your title.

Table of Contents

Chapter 1: Overview
Getting assets
Welcome to 2D
Summary
Chapter 2: Character Building
Getting your project started – the right way
Understanding components
Creating the project
Classes
Planning behaviors
Introducing the Unity sprite system
Putting it together
Going further
Summary
Chapter 3: Getting Animated
Sprite animation
Putting it together
Going further
Summary
Chapter 4: The Game World
Backgrounds and layers
Building the scene
Working with the camera
Transitioning and bounds
Backgrounds and active elements
Shaders and 2D
Going further
Summary
Chapter 5: NPCs and Interactions
Considering an RPG
Advanced programming techniques
Communicating between game objects
Background tasks and Coroutines
Serialization and scripting
Putting it all together
Going further
Summary
Chapter 6: The Big Wild World
The larger view
Putting it together
Going further
Summary
Chapter 7: Encountering Enemies and Running Away
Event systems
Exploring randomness
Basic Artificial Intelligence
State machines
Sensors
Putting it together
The missing random piece
One last thing
Going further
Summary
Chapter 8: Shopping for Weapons
Why do we shop?
The power of an item
Building your shop
Laying out your inventory
Getting paid
Putting it together
Going further
Summary
Chapter 9: Getting Ready to Fight
Efficient RPG UI overlays
Putting it together
Going further
Summary
Chapter 10: The Battle Begins
Proving ground
Leveling up
Balancing
Putting it together
Going further
Summary
Chapter 11: Onward Wary Traveler
Extending the editor
Building in-game menu structures
Working with settings
Going further
Summary
Chapter 12: Deployment and Beyond
Handling platform differences
Pushing code from Unity3D
Building your assets
Packaging gotchas
Marketing your game
Summary

What You Will Learn

  • Explore the new features introduced in Unity3D 4.3 by building your own RPG game
  • Delve into the new sprite importing and rendering system
  • Master the best parts of the new Sprite animation system and improved Mecanim features
  • Make the most of your rendering with tags, layers, sprite sorting, and ordering
  • Dissect the proper use of Delegates, Events, and Messaging, including tips and tricks, and build a full RPG conversation system
  • Do battle with Mecanim-based AI and state machines
  • Build for success with tips on marketing, monetization, and deployment
  • Drive home the platform of choice and expand into deployment/editor extensions

Authors

Table of Contents

Chapter 1: Overview
Getting assets
Welcome to 2D
Summary
Chapter 2: Character Building
Getting your project started – the right way
Understanding components
Creating the project
Classes
Planning behaviors
Introducing the Unity sprite system
Putting it together
Going further
Summary
Chapter 3: Getting Animated
Sprite animation
Putting it together
Going further
Summary
Chapter 4: The Game World
Backgrounds and layers
Building the scene
Working with the camera
Transitioning and bounds
Backgrounds and active elements
Shaders and 2D
Going further
Summary
Chapter 5: NPCs and Interactions
Considering an RPG
Advanced programming techniques
Communicating between game objects
Background tasks and Coroutines
Serialization and scripting
Putting it all together
Going further
Summary
Chapter 6: The Big Wild World
The larger view
Putting it together
Going further
Summary
Chapter 7: Encountering Enemies and Running Away
Event systems
Exploring randomness
Basic Artificial Intelligence
State machines
Sensors
Putting it together
The missing random piece
One last thing
Going further
Summary
Chapter 8: Shopping for Weapons
Why do we shop?
The power of an item
Building your shop
Laying out your inventory
Getting paid
Putting it together
Going further
Summary
Chapter 9: Getting Ready to Fight
Efficient RPG UI overlays
Putting it together
Going further
Summary
Chapter 10: The Battle Begins
Proving ground
Leveling up
Balancing
Putting it together
Going further
Summary
Chapter 11: Onward Wary Traveler
Extending the editor
Building in-game menu structures
Working with settings
Going further
Summary
Chapter 12: Deployment and Beyond
Handling platform differences
Pushing code from Unity3D
Building your assets
Packaging gotchas
Marketing your game
Summary

Book Details

ISBN 139781849697347
Paperback474 pages
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From 1 reviews

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