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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

Game systems

The following section outlines the core game systems:

  • Rail system
    The rail system permits the player's vehicle to navigate sideways on four individual tracks. Each track can spawn obstacles and pickups along its length.
  • Risk system
    The risk system rewards a player that takes risks, for example, by swerving away from obstacles in the nick of time at top speed. The number of points given is based on the distance between the vehicle and the barrier when the player avoided it. A sensor installed in front of the bike with a range of 5 meters is constantly monitoring for any obstructions on the path of the current track. Once a potential collision is detected, the sensor calculates the distance between the obstacles and the vehicle. Points are determined based on the distance between the player and when the hindrance was avoided.

The following diagram illustrates the forward-facing sensor:

Figure 2.4 – Diagram of the forward-facing sensor detecting obstacles
  • Turbo...
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