Welcome to the second edition of Hands-On Game Development Patterns with Unity; this edition is not merely a revision of the previous version, but a complete upgrade of the original book. After the first edition came out, I was fortunate to get a lot of constructive feedback, which inspired me to improve the structure of this new edition. As we will review in the following sections, this book concentrates on the "hands-on" aspect of the title; in other words, we are going to get our hands dirty and work on implementing systems and features for a fully playable prototype of a game with design patterns. This new approach to the book's structure will be more tangible and also more enjoyable. It's more fun to work on a playable game than with random code examples. So, before we begin, in the following sections, I will establish specific parameters to the book's content and overall approach.
Let's quickly review the topics we are going to see in this chapter, as follows:
- Notes about the new edition
- The philosophy of the book
- What are design patterns?
- Which subjects aren't covered in this book?
- The game project