Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

Arrow left icon
Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Game design documents

Googling game design documents will result in a literal flood of templates, formatting rules, and content guidelines that can leave a new programmer ready to give it all up. The truth is, design documents are tailored to the team or company that creates them, making them much easier to draft than the internet would have you think. 

In general, there are three types of design documentation, as follows:

  • Game Design Document (GDD): The GDD houses everything from how the game is played to its atmosphere, story, and the experience it's trying to create. Depending on the game, this document can be a few pages long or several hundred.
  • Technical Design Document: This document focuses on all the technical aspects of the game, from the hardware it will run on to how the classes and program architecture need to be built out. Like a GDD, the length will vary based on the project.
  • One-Page: Usually used for marketing or promotional situations, a one-page is...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime