OUYA Game Development by Example

An all-inclusive, fun guide to making professional 3D games for the OUYA console

OUYA Game Development by Example

Starting
Jack Donovan

An all-inclusive, fun guide to making professional 3D games for the OUYA console
$10.00
$39.99
RRP $23.99
RRP $39.99
eBook
Print + eBook
$29.99 p/month

Find out more

Get Unlimited Access to every Packt eBook and Video course

Enjoy full and instant access to over 3500+ books and videos – you’ll find everything you need to stay ahead of the curve and make sure you can always get the job done.

+ Collection
Free Sample

Book Details

ISBN 139781849697224
Paperback268 pages

Book Description

The OUYA console and development kit gives you the power to publish video games for the players, creating a console marketplace of the gamers, for the gamers, and by the gamers. Using the OUYA developer kit and the Unity3D game engine, even beginners with a captivating game idea can bring it to life with a hint of imagination.

OUYA Game Development by Example uses a series of feature-based, step-by-step tutorials that teach beginners how to integrate essential elements into a game engine and then combine them to form a polished gaming experience.

Table of Contents

Chapter 1: Experiencing the OUYA
Setting up the console
Networking
Displaying games
Time for action – installing your first game
Playing the OUYA
Touch controls
Summary
Chapter 2: Installing Unity and the OUYA ODK
Installing the game engine
Time for action – setting up Unity
Downloading and configuring additional packages
Time for action – downloading Java, the Android SDK, and the ODK
Modifying the PATH variable
Time for action – editing PATH on Mac OS
Time for action – editing PATH on Windows
Time for action – installing Android packages
Configuring the USB connection
Time for action – configuring the USB driver on Windows
Time for action – exporting OUYA packages from Unity
Time for action – importing packages into a new workspace
Summary
Chapter 3: Diving into Development
Creating a 3D text prototype
Time for action – manipulating the scene
Time for action – creating and scripting 3D text
Creating a custom function
Time for action – writing a function
Time for action – capturing data with return values
Time for action – controlling functions with parameters
Making our scripts interactive
Time for action – adding keyboard interaction to scripts
Deploying our code on OUYA
Time for action – running your first test on OUYA
Summary
Chapter 4: Moving Your Player with Controller Input
Creating an interactive marble prototype
Time for action – setting the scene
Time for action – importing a Unity input script
Time for action – turning input into movement
Time for action – movement with the OUYA SDK
Adding additional functionality to our marble
Time for action – adding button features
Time for action – improving the camera
Completing our game
Time for action – adding a goal zone
Summary
Chapter 5: Enhancing Your Game with Touch Dynamics
Using the touchpad to interact with buttons
Time for action – creating a cannon prefab
Time for action – creating an interactive button
Time for action – adding an impulse force to a rigidbody component
Using cursor data to add touch input to games
Time for action – reading mouse position in Unity
Time for action – creating a vector from cursor movement
Incorporating touch data into your mechanics
Time for action – hiding the cursor on the screen
Time for action – creating a target for the cannon
Summary
Chapter 6: Saving Data to Create Longer Games
Creating collectibles to save
Time for action – creating a basic collectible
Time for action – scripting the collectible
Time for action – accessing the scripts on other objects
Saving data with the Unity engine
Time for action – saving data with PlayerPrefs
Time for action – setting up a GUI Text object
Time for action – counting cannonballs
Time for action – checking high scores in a new scene
Time for action – displaying high score values
Saving data with the OUYA API
Summary
Chapter 7: Expanding Your Gameplay with In-app Purchases
The different kinds of in-app purchases
Setting up a product on the OUYA developer portal
Time for action – preparing your game for in-app purchasing
Coding in-app purchasing in your game
Time for action – creating a purchase screen
Time for action – creating your first purchase function
Time for action – saving and loading successful purchases
Time for action – reflecting unlocked functionality in games
Adding polish with Unity Asset Store packages
Time for action – adding explosions to your cannonballs
Pricing your in-app purchases
Picking a monetization model
Summary
Chapter 8: Polishing and Prepping Your Game for Deployment
Meeting the OUYA content guidelines
Time for action – containing game elements within the safe zone
Time for action – creating icons for your game
Polishing Unity projects in depth
Time for action – creating a title screen
Time for action – creating a loss screen
Time for action – creating a tutorial scene
Time for action – linking your tutorial to your game
Creating a following camera in Unity
Time for action – creating a following third-person camera
Time for action – adding audio to your game
Packaging your project for submission
Time for action – creating your game on the developer portal
Summary
Chapter 9: Blazing Your Own Development Trail
Expanding your skills with advanced challenges
Time for action – creating a custom font with a text shader
Time for action – creating a fire effect with a particle shader
Time for action – saving the player's position
Time for action – creating a reusable GUI Skin
Time for action – making an automatically scaling GUI texture
Time for action – adding realism to your scene with lightmapping
Time for action – applying an ice Physics Material
Popular game development methodologies
Basic design patterns for larger code projects
Getting started with version control
Time for action – creating a BitBucket repository
Time for action – preparing Unity for version control
Time for action – making your first commit and push
Finding your own answers to questions online
Summary

What You Will Learn

  • Control camera functions, lighting, and appearance in a 3D game engine
  • Script gameplay in Unity3D in the C# programming language
  • Use the OUYA API to process input from controllers
  • Create longer games by coding, saving, and loading systems
  • Configure your computer to deploy code directly to the OUYA console
  • Improve the appearance of games with materials and textures
  • Implement in-app purchases in the game in order to monetize the game in a more effective manner

Authors

Table of Contents

Chapter 1: Experiencing the OUYA
Setting up the console
Networking
Displaying games
Time for action – installing your first game
Playing the OUYA
Touch controls
Summary
Chapter 2: Installing Unity and the OUYA ODK
Installing the game engine
Time for action – setting up Unity
Downloading and configuring additional packages
Time for action – downloading Java, the Android SDK, and the ODK
Modifying the PATH variable
Time for action – editing PATH on Mac OS
Time for action – editing PATH on Windows
Time for action – installing Android packages
Configuring the USB connection
Time for action – configuring the USB driver on Windows
Time for action – exporting OUYA packages from Unity
Time for action – importing packages into a new workspace
Summary
Chapter 3: Diving into Development
Creating a 3D text prototype
Time for action – manipulating the scene
Time for action – creating and scripting 3D text
Creating a custom function
Time for action – writing a function
Time for action – capturing data with return values
Time for action – controlling functions with parameters
Making our scripts interactive
Time for action – adding keyboard interaction to scripts
Deploying our code on OUYA
Time for action – running your first test on OUYA
Summary
Chapter 4: Moving Your Player with Controller Input
Creating an interactive marble prototype
Time for action – setting the scene
Time for action – importing a Unity input script
Time for action – turning input into movement
Time for action – movement with the OUYA SDK
Adding additional functionality to our marble
Time for action – adding button features
Time for action – improving the camera
Completing our game
Time for action – adding a goal zone
Summary
Chapter 5: Enhancing Your Game with Touch Dynamics
Using the touchpad to interact with buttons
Time for action – creating a cannon prefab
Time for action – creating an interactive button
Time for action – adding an impulse force to a rigidbody component
Using cursor data to add touch input to games
Time for action – reading mouse position in Unity
Time for action – creating a vector from cursor movement
Incorporating touch data into your mechanics
Time for action – hiding the cursor on the screen
Time for action – creating a target for the cannon
Summary
Chapter 6: Saving Data to Create Longer Games
Creating collectibles to save
Time for action – creating a basic collectible
Time for action – scripting the collectible
Time for action – accessing the scripts on other objects
Saving data with the Unity engine
Time for action – saving data with PlayerPrefs
Time for action – setting up a GUI Text object
Time for action – counting cannonballs
Time for action – checking high scores in a new scene
Time for action – displaying high score values
Saving data with the OUYA API
Summary
Chapter 7: Expanding Your Gameplay with In-app Purchases
The different kinds of in-app purchases
Setting up a product on the OUYA developer portal
Time for action – preparing your game for in-app purchasing
Coding in-app purchasing in your game
Time for action – creating a purchase screen
Time for action – creating your first purchase function
Time for action – saving and loading successful purchases
Time for action – reflecting unlocked functionality in games
Adding polish with Unity Asset Store packages
Time for action – adding explosions to your cannonballs
Pricing your in-app purchases
Picking a monetization model
Summary
Chapter 8: Polishing and Prepping Your Game for Deployment
Meeting the OUYA content guidelines
Time for action – containing game elements within the safe zone
Time for action – creating icons for your game
Polishing Unity projects in depth
Time for action – creating a title screen
Time for action – creating a loss screen
Time for action – creating a tutorial scene
Time for action – linking your tutorial to your game
Creating a following camera in Unity
Time for action – creating a following third-person camera
Time for action – adding audio to your game
Packaging your project for submission
Time for action – creating your game on the developer portal
Summary
Chapter 9: Blazing Your Own Development Trail
Expanding your skills with advanced challenges
Time for action – creating a custom font with a text shader
Time for action – creating a fire effect with a particle shader
Time for action – saving the player's position
Time for action – creating a reusable GUI Skin
Time for action – making an automatically scaling GUI texture
Time for action – adding realism to your scene with lightmapping
Time for action – applying an ice Physics Material
Popular game development methodologies
Basic design patterns for larger code projects
Getting started with version control
Time for action – creating a BitBucket repository
Time for action – preparing Unity for version control
Time for action – making your first commit and push
Finding your own answers to questions online
Summary

Book Details

ISBN 139781849697224
Paperback268 pages
Read More

Read More Reviews

Recommended for You