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

Summary


In this chapter, we started out slowly by first understanding how to store the player's caught monsters. After that, we looked at a couple of database options before deciding on a cross-platform object relational mapping tool for SQLite, called SQLite4Unity3d. We wrapped the database into our new Inventory service and then wrote CRUD operations for our monster inventory items. From that, we determined we needed a better way to randomly generate monsters, so we developed a monster factory. That allowed us to loop back and complete the Catch scene by incorporating the monster factory for generating monsters and inventory service for storing caught monsters. With monsters being stored in the database, we then developed a new inventory scene to view caught monsters. Finally, we tied everything together with UI menu buttons and joined all the scenes together as a full game. Of course, the chapter ended by resolving some platform deployment issues.

For the next chapter, we will get back...