What this book covers

Chapter 1, Press Start, is our first chapter and will provide you with a primer about what game design and development are involved. This chapter offers an overview of the three different games that will be made throughout the book.

Chapter 2, Working with Assets, will get you started with Unity. This chapter begins with our first game—Angel's Cakes—and continues by explaining the importation of assets so that you can set up the foundations of the game (and others) within the book.

Chapter 3, Let's Make Some Prefabs, continues the development of our first game by introducing fundamental concepts in Unity. It also explains how to start scripting with C# to create most of the gameplay of this first project.

Chapter 4, It's about U and I, wraps up the first game of the book, and will guide you through understanding User Interfaces (UIs) in Unity.

Chapter 5, Freeze! Creating an Intergalactic Shooter, marks the beginning of the second game of this book, which, as the title suggests, will take place in outer space. This chapter will also introduce the animation system of Unity.

Chapter 6, No One Is Alone Forever, is all about adding a bit more substance to our shooter by integrating AI enemies into the rest of the game.

Chapter 7, Getting Serious About Gameplay, further iterates on the second game by implementing other core game mechanics as well as various suggestions and explanations on how to improve it.

Chapter 8, Building a Tilemap and Importing It into Unity, introduces a third-party tool for creating tilesets. Furthermore, you will learn how to incorporate these tiles into Unity to build 2D worlds for your third game.

Chapter 9, Look, It Moves, starts the actual development of the third and last game of this book by expanding the concepts learned for animation state machines and extending them for the main hero animation system.

Chapter 10, Let's Get Physical, focuses on some concepts of Physics 2D in Unity, and how these can be helpful to finish up the gameplay of the third game, in particular, to create a movement system that will work on both desktop computers and mobile devices.

Chapter 11, Don't Forget to Save!, outlines how to permanently store the data of your games, and how to use these techniques to create a save/load system.

Chapter 12, The Nature of Export, dives into how to export the games you made, especially the third one, to be played either as a standalone (Windows, Linux, or Mac) or on mobile devices, such as Android.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset