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Mastering Unity 2D game development : master everything you need to build a 2D game using Unity 5 by developing a complete RPG game framework! / Ashley Godbold, Simon Jackson.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Godbold, Ashley, author.
Jackson, Simon, author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Video games--Programming.
Video games.
Video games--Design.
Physical Description:
1 online resource (496 pages) : illustrations (some color), tables
Edition:
Second edition.
Other Title:
Mastering Unity two-dimensional game development
Place of Publication:
Birmingham, England : Packt Publishing, 2016.
System Details:
text file
Biography/History:
Godbold Dr. Ashley: Ashley Godbold is a programmer, game designer, artist, mathematician, and teacher. She holds a Bachelor of Science in Mathematics, a Master of Science in Mathematics, a Bachelor of Science in Game Art and Design, and a Doctor of Computer Science in Emerging Media where her dissertation research focused on educational video game design. She also authored Mastering Unity 2D Game Development: Second Edition (Packt Publishing) and the first edition of Mastering UI Development with Unity. In her free time, she enjoys playing video games and watching anime with her husband, daughter, three cats, and dog. Jackson Simon: Simon Jackson is a long-time soft ware engineer and architect with many years of Unity game development experience, as well as an author of several Unity game development titles. He loves to both create Unity projects and lend a hand to help educate others, whether it's via a blog, vlog, user group, or major speaking event. He currently works at a mixed-reality research lab called xRealityLabs, building the future of digital solutions for the construction and medical industries. His primary focus at the moment is on the Reality Toolkit project, which is aimed at building a cross-platform mixed-reality framework to enable both VR and AR developers to build efficient solutions in Unity.
Summary:
Master everything you need to build a 2D game using Unity 5 by developing a complete RPG game framework! About This Book Explore the new features of Unity 5 and recognize obsolete code and elements. Develop and build a complete 2D retro RPG with a conversation system, inventory, random map battles, full game menus, and sound. This book demonstrates how to use the new Unity UI system effectively through detailed C# scripts with full explanations. Who This Book Is For This book is for anyone looking to get started developing 2D games with Unity 5. If you're already accomplished in Unity 2D and wish to expand or supplement your current Unity knowledge, or are working in 2D in Unity 4 and looking to upgrade Unity 5, this book is for you. A basic understanding of programming logic is needed to begin learning with this book, but intermediate and advanced programming topic are explained thoroughly so that coders of any level can follow along. Previous programming experience in C# is not required. What You Will Learn Create a 2D game in Unity 5 by developing a complete retro 2D RPG framework. Effectively manipulate and utilize 2D sprites. Create 2D sprite animations and trigger them effectively with code. Write beginning to advanced-level C# code using MonoDevelop. Implement the new UI system effectively and beautifully. Use state machines to trigger events within your game. In Detail The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You'll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre! Style and approach This book takes a step-by-step practical tutorial style approach. The steps are accompanied by examp...
Contents:
Cover
Copyright
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Overview
Getting assets
Unity's 2D features
2D mode versus 3D mode
Working with sprites
Sprite Renderer
Sprite Editor
Sprite sheets
Texture atlases
Physics 2D
Changes to Unity 5
Licensing
Component access
Animator changes
Audio mixing
Summary
Chapter 2: Building Your Project and Character
Project overview and structure
Project overview
Structure
Asset naming
Creating the project
Creating a scene
Sprite system
Importing sprites
Texture Type - Sprite (2D and UI)
Sprite Mode - Single/Multiple/Polygon
Packing Tag
Pixels Per Units
Pivot
Generate Mip Maps
Filter Mode
Default settings and per-platform overrides
Sprite slicer
Automatic
Grid By Cell Size and Grid By Cell Count (Manual)
View controls
Sprite region manipulation
Importing our main character
GameObjects and components
Sprite GameObjects
Bringing our hero into the scene
Classes
MonoDevelop
The object-orientated design
The game structure
The common game object
The player object
Planning behaviors
Behaviors for the common game object
Coding with components
Accessing components
Referencing a component
Controlling the hero
Going further
Chapter 3: Getting Animated
Fundamentals of sprite animation
Animation clips
Animation Dope Sheet
The time/recording controls (1)
Animation drop-down selection (2)
The sample rate (frames per second) (3)
Animation properties (4)
Timeline (5)
Curve view (6)
The Animation Controllers
The Animator component
Animating the main character
Adding your first Animation Clip.
Setting up the Animator and default state
Adding the other Animation Clips
Planning the animation transitions
Connecting the animation states
Accessing controllers from a script
Making her stop animating and face the correct direction
Chapter 4: The Town View
Backgrounds and layers
To slice or not to slice
The town background
The town buildings and roads
The extra scenery
Building the scene
Adding the town background
Sprite sorting layers
Sprite Sorting Order
Updating the scene sorting layers
Building out the scene
Working with the camera
Comparing Update, FixedUpdate, and LateUpdate
Moving our camera with the player
The perils of resolution
Setting our aspect ratio and camera parameters
Transitioning and bounds
Towns with borders
Journeying onward
Chapter 5: Working with Unitys UI System
UI Canvas
EventSystem
Canvas Render Mode
Screen Space - Overlay
Screen Space - Camera
World Space
Using multiple Canvases
UI Text and Images
UI Text
UI Image
UI Layout and Rect Transform
Rect Tool
Anchors
UI Buttons
Transition types
Text child
On Click ()
Chapter 6: NPCs and Interactions
Considering an RPG
Advanced programming techniques
Singletons and managers
The manager approach - using empty GameObjects
The singleton approach - using the C# singleton pattern
Communicating between GameObjects
Delegates
The configurable method pattern
The delegation pattern
Compound delegates
Events
Messaging
A better way
Background tasks and coroutines
Enter coroutines
IEnumerator
Yielding
Starting coroutines
Closing the gap
Serialization and scripting
Saving and managing asset data.
Using the serialized files in the editor
Accessing the .asset files in the code
Adding NPCs and a conversation system to our game
Let the player walk around the NPC
Stopping the player from walking through the NPC
Getting the NPCs talking
The conversation object
Saving and serializing the object for later
The conversation component
Building a basic conversation system
The manager
Starting a conversation
Preparing the UI
Displaying the conversation
Connecting the dots
Chapter 7: The World Map
The larger view
Types of map
Fixed maps
Generated maps
In-game generated maps
Going procedural
Creating our game's map
Adding the world map
Adding a player prefab to the overworld
Adding places of interest
Leaving town
Creating a NavigationManager script
Blocking off paths
Updating build settings to include new scenes
Changing scenes
Returning to town
Updating the NavigationManager script
Chapter 8: Encountering Enemies and Running Away
Event systems
Exploring randomness
True randomness
Planning for random code/generation
Basic Artificial Intelligence
State machines
Defining states
Simple singular choice
Planning for multiple cases
State managers
Sensors
Setting up your battle scene
Building the new scene
Adding the first enemy
Spawning the Dragons
Creating the BattleManager
Allowing the player to run away
Starting the battle
Saving the map position
Stop immediately re-entering battle
Going back to town
Chapter 9: Getting Ready to Fight
Setting up our battle state manager
The battle state manager
Getting to the state manager in the code
Introductory animation.
Efficient RPG UI overlays
The adventurer's overlay
A context-sensitive overlay
Modern floating UI approach
Balancing the need
Bring on the GUI
Laying out the HUD
Displaying the correct buttons
Chapter 10: The Battle Begins
Designing an interesting battle system
Leveling up
Balancing
Preparing to attack a single enemy
Beefing up the enemy AI
The enemy profile/controller
Updating the Dragon prefab
Setting up the enemy profile in the code
Selecting an attack
Adding a visual effect to attack selection
Selecting a target
The selection circle prefab
Adding selection logic to the EnemyController class
Attack! Attack!
Using particle effects to represent an attack
Creating the materials for the particle effects
Adding the particles
Displaying the particles upon attack
Finishing up the battle
Chapter 11: Shopping for Items
Why do we shop?
The power of an item
Building your shop
Laying out your inventory
Rule of 99'
Encumbrance systems
Slot-based systems
A mini game
Real world
Creating a shop and inventory
Gathering shop assets
Building the shop scene
Creating inventory items
Managing the shop
Updating the player inventory definition
Stocking the shop
Linking up the buttons
Turning off the Buy Button
Entering the shop
Leaving the shop
Managing your inventory
Adding objects to the player's inventory
Chapter 12: Sound and Music
Choosing the appropriate sound and music
Where to get sound and music for your game
Free resources
Audio listeners and audio sources
Adding background music
Creating a splash screen
Adding the audio source
Transitioning to the next scene.
Keeping the music after the scene transition
Adding sound effects
Adding a sound to the buy button
Muting/unmuting audio
Chapter 13: Putting a Bow on It
Building in-game menu structures
The screens
Splash screens
Loading screens
The main menu
Save slots/level selections
Settings pages
The About screen
Privacy policy
Pause screens
Additional menus (purchasing, achievements, leaderboards, and so on)
Social
The flow
Finishing our splash screen
Building our start screen
Extending the editor
The property drawers
Examples property drawers
Built-in property drawers
Custom property drawers
Custom editors
The editor window
Gizmos
Building your editor menus
Adding a MenuItem attribute
Enabling/disabling a MenuItem attribute
Adding shortcut keys to a MenuItem attribute
Adding contextual MenuItems
Running scripts in the Editor folder
Alternative approaches
The [InitialiseOnLoad] attribute
Editor application callbacks
Mixing it up
Working with settings
Using PlayerPrefs
Serializing your data
Saving data to disk
Backing up to the Web
Chapter 14: Deployment and Beyond
Handling platform differences
Preprocessor directives
Pushing code from Unity
Processing assets
Processing the build
Building your assets
Packaging gotchas
Distributing to mobile
Social network integration
Monetization
Paid
Paid with trial
Ad supported
In-app purchases
In-game currency
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed March 1, 2017).
ISBN:
9781786462336
1786462338
OCLC:
962192167

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