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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Designing a power-up mechanic

As mentioned at the beginning of this chapter, the power-up is a staple of video games. And it's a core ingredient of our game. But first, we will review some of the key specifications of our mechanic:

  • Granularity: Our power-up entities will have the ability to boost multiple properties at the same time. For example, we could have a power-up that increases offensive capabilities such as the primary weapon's range while repairing the front-facing shield.
  • Time: The power-up effects are not temporal so they don't expire after a certain amount of time. And the benefits of the next power-up are added on top of the previous one until they hit the maximum settings of the boosted properties.

Take note that these specifications are limited to the following code example, but are not final. We could easily make the benefits of a power-up temporary or change the overall design of the mechanic with slight changes to the code example presented in...

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