Book Image

Augmented Reality Game Development

By : Micheal Lanham
Book Image

Augmented Reality Game Development

By: Micheal Lanham

Overview of this book

The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokémon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.
Table of Contents (17 chapters)
Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 6. Storing the Catch

In the previous chapter, we provided the means for the player to catch a monster by developing the Catch scene. However, if you remember, the player could catch a monster, but that was about it. They certainly had nowhere to put the monster after catching it. Well, in this chapter, we will build the player Inventory storage system. This will allow the players to catch and store monsters or other items as needed. Then, of course, we will spend time building out the UI to access the monsters and eventually other items in storage.

For this chapter, we will spend most of the time developing the Inventory system the players will use to store their catch and other items. We will start with the core of our Inventory system, the database. Then, move onto building the UI elements needed by the player in order to access the inventory. Along the way, we will connect the scenes we created earlier and finish up a first working version of our game. Here is a high level overview...