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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

Game design

Let's make a coin collection game. Here, the player should control a character in the first-person mode, and he must wander the level, collecting all coins before a time limit runs out. If the timer runs out, the game is lost. On the other hand, if all coins are collected before the timer expires, the game is won. The first-person controls will use the default WASD keyboard setup, where W moves forward, A and S move left and right, and D walks backward. Head movement is controlled using the mouse, and coins are collected by simply walking into them. See Figure 1.1, featuring the coin collection game in action in the Unity Editor.

The great benefit in making this game is that it demonstrates all the core Unity features together and we don't need to rely on any external software to make assets, such as textures, meshes, and materials:

Game design

Figure 1.1: Preparing for a coin collection game (the completed game)

Note

The completed CollectionGame project, as discussed in this chapter and the next, can be found in the book companion files in the Chapter01/CollectionGame folder.

You have been reading a chapter from
Unity 2018 By Example - Second Edition
Published in: Jul 2018
Publisher:
ISBN-13: 9781788398701
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