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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

Summary

Picking when and how often a player will enter battles is a tricky balance between fun and engagement. Do it too often and they will get annoyed, too infrequently and they will get bored. Also, the battles need to be achievable and challenge the player at the same time. It is a complex paradox that, if planned wrong, can ruin your hard work. The best solution, when all is said and done, is to get your game play tested by as many people as possible and genuinely consider feedback, no matter how harsh.

Alongside random generation, of course, is predictive planning: if you have a story to tell, you also need to have a framework to replay that story over a period of time, balancing when you need a random event or picking up the next page in your book.

In this chapter, we covered random generation, what it means, and when to use it effectively; covered some very simple uses of randomness; built a battle scene and planned for expansion; covered basic AI concepts and State Engines; and enabled...

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