Book Image

Learning Unity 2D Game Development by Example

By : Venita Pereira
Book Image

Learning Unity 2D Game Development by Example

By: Venita Pereira

Overview of this book

<p>If you are looking for a guide to create 2D games using Unity, look no further. With this book, you will learn all the essentials of 2D game development by creating five real-world games in a step-by-step manner throughout the course of this book.</p> <p>Starting with a blank scene, you will learn all about the new Unity 2D toolset, which will enable you to bring your scene to life. You will create characters, make them move, create some enemies, and then write code to destroy them. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more.</p> <p>By the end of this book, you will not only have created several small games, but you will also have the opportunity to put all your new-found knowledge into creating and deploying a larger, full game.</p>
Table of Contents (17 chapters)
Learning Unity 2D Game Development by Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

How to expand the game?


There is always room to expand a game. Try now to add more conditions or why not change the timer to display total distance. Add more varied obstacles or different shapes, sizes, and speeds. Add more varied effects and a start screen and a game-over screen.

We can always add more and more. What one has to keep in mind is not to overly complicate the game such that players get confused or frustrated. Also, time and resources can be limited, and the more you add, the more the platform will need to handle, and the more the bugs that can be introduced. The more we add, the more the game's release will be delayed, and if we never stop adding more content, mechanics, and features, our game may never ship!

This is why it is very important when first designing our game to ensure that we know what its main pillars are; otherwise, we could get ourselves into a situation that is known in the professional gaming industry as feature creep, whereby one keeps adding more and more...