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


This chapter was a wrap up of the development efforts we undertook through most of the book. We first looked at what items would need to be completed in order to ship the Foody Go game. Next, we looked at important skills that would be valuable to spend time learning. After this, we took a good look at the guidelines to acquire Unity assets, which may fill in missing skillsets. Following this is a quick exercise on how to manage and clean up any unwanted assets lingering in your project. From there, we covered some guidelines to release a game. Then, we switched gears and tried to uncover all the problems that a developer faces when building a location-based game; this took us into a discussion of supporting multiple players in our game. As we have seen though, there were a number of unique problems with location-based games that make it improbable to use off-the-shelf solutions. Instead, we looked at the possibility of implementing custom multiplayer solutions and then took a serious...