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 7. Creating the AR World

By far, our game has focused on the player interaction with the experimental cooking monsters. Although they can track the monsters on a map, nothing else around them is part of this alternate reality. Well, of course, we want to fix this shortcoming. We want to create a rich AR world around the player that they can also interact with, to find/restock items and train monsters and send them on cooking missions. In order to do that, we need to populate the world around the player with alternate game reality locations.

In this chapter, we will jump back to the map and start to populate the world around the player with new alternate reality locations. These locations won't be entirely based on our game reality. In fact, we will use real-world locations as a basis for our alternate game world. The locations we populate in the AR world will be drawn from a location-based web service. The following is a summary of what we will cover in this chapter:

  • Getting back to...