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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Toc

Table of Contents (15) Chapters Close

Preface 1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Laying out your inventory


Your character's layout is usually a lot more restricted as compared to that of a storefront. However, the character's layout needs to follow the same design pattern you are using in your game.

These systems usually fall into a couple of patterns.

Rule of 99'

Players are limited to a certain number of each item. The number can vary based on the item (for instance, you can have only one weapon) or its effect on the player's load. As a rule of thumb, 99 should be the maximum number. However, it's up to you how your game will use the item to denote its maximum number.

In the Final Fantasy series of games, Rule of 99' was used throughout its inventory system, allowing the player to carry no more than 99 potions at a time, or anything else for that matter, as shown in the following screenshot:

Encumbrance systems

A system based on the strength, endurance, and energy of a player is a faux-style system. It ensures that the player cannot carry more than he/she is able to; generally...

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