What this book covers Â
Chapter 1, Preparation and Asset-Configuring, outlines the project we’ll be focusing on in the book. It specifies tips and tricks to import assets optimally, configure assets, and best-practice workflows to keep your project organized.
Chapter 2, Level Design and Structure, gets you started with designing and building the main game level inside Unity, exploring interesting level design ideas as well as critically important practical considerations.
Chapter 3, Player Controls – Movement, explores player controls, that is, how player input drives and controls the main game camera.
Chapter 4, Player Controls – Typing and Health, focuses on creating a combat mechanic that damages enemies; every character that can be damaged needs health, representing the total amount of damage a character may sustain.
Chapter 5, Enemies and Artificial Intelligence, looks at how to achieve intelligent and believable enemy behavior using AI. By using AI, enemies will move around the level seeking the player and will attack when in range.
Chapter 6, Project Management and Version Control, looks at ways to optimize the game development workflow by using Version Control software. This keeps a record of your project as it moves through all its iterations.
Chapter 7, Persistent Data – Load and Save Game States, focuses on the different saving methods available with Unity as players often want their in-game progress saved, allowing them to resume where they left off previously every time they start a new play session.
Chapter 8, Performance, Optimization, Mobiles, and More, explores a selection of related topics. Specifically, it will explore how to improve the performance of your games through optimization, how to prepare your games for mobile deployment, and how to prepare generally for VR development.