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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Designing a Game from Scratch 2. Chapter 2: Setting Up Unity FREE CHAPTER 3. Chapter 3: Working with Scenes and GameObjects 4. Chapter 4: Grayboxing with Terrain and ProBuilder 5. Chapter 5: Importing and Integrating Assets 6. Chapter 6: Materials and Effects with URP and Shader Graph 7. Chapter 7: Visual Effects with Particle Systems and VFX Graph 8. Chapter 8: Lighting Using the Universal Render Pipeline 9. Chapter 9: Fullscreen Effects with postprocessing 10. Chapter 10: Sound and Music Integration 11. Chapter 11: User Interface Design 12. Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline 13. Chapter 13: Introduction to Unity Scripting with C# 14. Chapter 14: Implementing Movement and Spawning 15. Chapter 15: Physics Collisions and Health System 16. Chapter 16: Win and Lose Conditions 17. Chapter 17: Scripting the UI, Sounds, and Graphics 18. Chapter 18: Implementing Game AI for Building Enemies 19. Chapter 19: Scene Performance Optimization 20. Chapter 20: Building the Project 21. Chapter 21: Finishing Touches 22. Chapter 22: Augmented Reality in Unity 23. Other Books You May Enjoy

Chapter 1: Designing a Game from Scratch

Welcome to the first chapter of the book! I am sure you are as super excited as I am to start this amazing journey into game development with Unity. We will be approaching game development in four parts. First, we will be talking about the basics of game development, looking at topics such as how to design your game before you start coding, and then we will prototype a simple first level using Unity. Then, we will dive into graphics to find out the look and feel of a good game. Later, we will learn how to get everything moving through the use of scripting; and, finally, we will see how you can finish and publish your game. As you go through the chapters, you will apply every concept to a full game project, so you will end the book with a fully functional shooter game.

In this chapter, we will design our game, Super Shooter. This phase is known as pre-production, where we will create a development plan. Our game design will include all the functionality we want in our game: the player character, the non-player characters, game assets, animations, and more. We will use screen mock-ups, as well as a narrative, to document our game's design. We will look at related concepts regarding the use of Unity for our game along the way. We will be discussing which pieces of documentation are necessary for all the design work we will be doing throughout this chapter.

Specifically, we will examine the following concepts in this chapter:

  • Game concept
  • Game characters
  • Gameplay
  • The difficulty balance
  • Documentation
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