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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

Trapped in your own skin


The advantage that you gain by separating a mechanic from a skin is that you can shuck off video game conventions and free yourself to develop anything you want. If you think, "I'd like to create a space-themed strategy game," and you think back to all of the space-themed strategy games that you've played, you might think of 4X games like Alpha Centauri or Master of Orion—they both pit you in a massive quest to conquer the universe. They are huge games that you likely won't finish alone. So, you start trimming them down for sanity's sake—"I'll just build Master of Orion with fewer planets," or "I'll just build Alpha Centauri with fewer features". Now you've unwittingly fallen into that self-defeating trap. Your project is still too huge. You eventually abandon all hope. A few years later, you're an accountant wondering what might have been.

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