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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Planning what is left to implement for our game


The first thing to do before we complete our game is to reorganize the ideas after having written down what we have done so far.

In Chapter 1, A Flat World in Unity, we imported all the Sprites and set them up properly. Then, in Chapter 2, Baking Cupcake Towers, we implemented the Projectile and Cupcake tower classes. In Chapter 3, Communicating with the Player – the User Interface, we implemented the health and the sugar of the player, whereas in Chapter 4, No Longer Alone – Sweet-Toothed Pandas Strike, we focused on animating our sweet-toothed Panda. Finally, in Chapter 5, The Secret Ingredient Is a Dash of Physics, we explored physics and how we can use it within our game, and in Chapter 6, Through a Sea of Sprinkles – Navigation in Artificial Intelligence, we gave the Pandas the possibility of moving along the path towards the sweet cake.

So, what's left to do is the following:

  • Integrate a trading system so the player can buy, sell, and upgrade...

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