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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

What this book covers

Chapter 1, A Flat World in Unity, is an introduction to the 2D world of Unity. You will discover how to set up your project, import assets, and make them ready to use. In particular, we will go through in detail on how to use the Sprite Editor.

Chapter 2, Baking Cupcake Towers, teaches you how to integrate code within your game. We will cover the important and fundamental concepts of Unity and we will see how to script game objects by starting to create the behaviors of our cupcake towers for the tower defense game we are building.

Chapter 3, Communicating with the Player – the User Interface, deals with the important task to provide feedback to your players through the use of user interfaces (UIs). You will learn how to design them by discovering the general principles behind them, and learn how to implement any UI within the UI system of Unity.

Chapter 4, No Longer Alone – Sweet-Toothed Pandas Strike, introduces us to the terrible sweet-toothed Pandas, who will try to steal the player's cake. You will learn how to bring characters to life by using the powerful animation system of Unity Mechanim, starting from Sprite-sheets.

Chapter 5, The Secret Ingredient Is a Dash of Physics, takes you by hand deep down into the secrets of physics and explains them in a clear and easy way. You will grasp the basics of physics, and learn how to use the 2D Physics engine of Unity.

Chapter 6, Through a Sea of Sprinkles – Navigation in Artificial Intelligence, is an introduction to the universe of artificial intelligence applied to video games. You will learn the basics principles and how to implement a navigation system in Unity for 2D (or even 3D) games, so that we can make our terrible sweet-toothed Pandas move!

Chapter 7, Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming, wraps everything we saw and learned in the previous chapters to conclude the tower defense game. In particular, we will deal with gameplay programming, which is the glue between the different parts of your game.

Chapter 8, What Is beyond the Cake?, explores different aspects of our game and game development in general. You will discover different tips, tricks, and suggestions on how to improve the game we built in this book, along with improving your own skills to become a better game developer. Then, the chapter will give you an understanding of parts of the game development pipeline, which are not strictly tied to the development of the game itself. Thus, you will dive into different topics ranging from playtesting, optimizations, team management and work, documentation, getting ready to publish your game, marketing, social media, game protections, to even localization.

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