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
Unity 3.x Game Development Essentials

You're reading from   Unity 3.x Game Development Essentials If you have an idea for a game but lack the skills to create it, this book is the perfect introduction. There‚Äôs lots of handholding through all the essentials, culminating in the building of a full 3D game.

Arrow left icon
Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691444
Length 488 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Will Goldstone Will Goldstone
Author Profile Icon Will Goldstone
Will Goldstone
Arrow right icon
View More author details
Toc

Table of Contents (21) Chapters Close

Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Enter the Third Dimension 2. Prototyping and Scripting Basics FREE CHAPTER 3. Creating the Environment 4. Player Characters and Further Scripting 5. Interactions 6. Collection, Inventory, and HUD 7. Instantiation and Rigidbodies 8. Particle Systems 9. Designing Menus 10. Animation Basics 11. Performance Tweaks and Finishing Touches 12. Building and Sharing 13. Testing and Further Study Index

Summary


In this chapter, we have successfully created and solved a game scenario. By assessing what your player will expect to see in the game you present to them—outside of your prior knowledge of its workings—you can best devise the approach you must take as a developer.

Try to consider each new element in your game from the player's perspective—play existing games, think about real-world scenarios, and most of all, assume no prior knowledge from the player (even of existing game traditions, as they may be new to gaming.) The most intuitive gameplay is always found in games that strike a balance between the difficulties in achieving the tasks set and properly equipping the player for the task in terms of information and familiarity with the intended approach. Appropriate feedback for the player is crucial here, be it visual or audio based—always consider what feedback the player has at all times when designing any game.

Now that we have explored a basic game scenario and looked at how we...

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