As mentioned, I redesigned this edition entirely based on reader feedback from the previous version, and so, in consequence, I decided to cut some content from the last edition that readers considered to be trivial, such as the following:
- Game loop and update pattern chapters: These chapters focused too much on theory and didn't align themselves with the book's "hands-on" approach.
- Anti-patterns chapter: Anti-patterns is a complex and deep subject that deserves a book in itself to do it justice.
The end goal of this edition is not to cut content but to instead redesign the book to focus on practical game development uses of software design patterns in order to build a complete project. In other words, unlike the first edition, in which I took the approach of presenting each design pattern in isolation and with a self-contained code example, we will use them unitedly this time.
I added some chapters in this edition that were lacking in the previous version, such as the following:
- The Game Design Document: The beginning of a new game project often starts with writing a GDD. A GDD is a document that will help us understand the design intention behind the game systems and mechanics that we will build throughout the book.
- A Short Primer to Programming in Unity: We will use several advanced Unity engine concepts, C# features, and object-oriented programming (OOP) techniques throughout the book. In this chapter, we will take the time to review them to establish a shared knowledge base.