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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Designing a level editor

When working on a multi-disciplinary game development team, the responsibilities of a game programmer are not limited to implementing cool game mechanics and features. We are often tasked with building asset-integration pipelines and editing tools. The most common tool we might need to implement early on in a production cycle is a custom level editor for the level designers on our team.

Before writing a single line of code, we need to keep in mind that our game has no randomness integrated into its core game systems. It's a game of skill in which players have the primary goal of reaching the top of the leaderboard by memorizing each track's intricacies and getting to the finish line as fast as possible.

Thus, based on these core design pillars, we can't use a solution such as procedural generation maps that spawn random obstacles based on specific rules and constraints. Consequently, the level designers in our team will have to design the layout...

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