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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Toc

Table of Contents (15) Chapters Close

Preface 1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

The larger view


Our budding hero is now ready to pack her bags and leave the shelter of her hometown for the wider world. So, we need to widen the scope of what the player can see and build a large map with places of interest to visit.

This usually opens the floodgates for just how big your game will be. Planning can decide whether your game will be a hit or feel just too short.

Maps in RPGs certainly aren't mandatory; several hit games just go from place to place with maybe an animation or cut scene to show movement. However, in the best cases, a map just opens up the scope of the game and gives the player an understanding of the world they are traveling in.

Types of map

When looking at what kind of map or world you are going to choose to connect the dots between places to visit or secret hideaways, there are a few paths you can take. Generally, there are two options, which are as follows:

  • Fixed: In this option, images are usually drawn by an artist and have extensive detail of the world surrounding...

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