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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Chapter 12. Game #5 – Kisses 'n' Hugs

Cast your memory back to the earliest chapters in this book. You were younger then, and you probably still had all your hair. We were talking about the amount of effort involved in creating games for a single player versus multiple players, on one computer or many, turn-based or real-time.

The games we've created to this point have been single-player, with the player playing against him or herself. The computer presented the player with obstacles or challenges—cards to flip, bombs to avoid—but there really wasn't much decision-making or "thinking" happening on the part of the computer. What if we wanted our player to square off against an artificially intelligent computer opponent? That would be way beyond the scope of a beginners book, wouldn't it? As it turns out, maybe not!

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