Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Waypoints for enemies


Now, the first thing to finish is how the enemies move around the map. In Chapter 7, Tower Defense Basics, we saw how to script them in order to make them move from one waypoint to another. As a short recap, a waypoint is a special point on the map where the enemies change their direction to move towards another waypoint. They can contain logic to actually lead the character to specific places that change over time, such as next to the player. They can also perform part of the decision-making process. For example, imagine a Tower Defense game where the path of the enemies splits in two. In this case, the waypoints can be used to decide which direction a particular enemy should take. The advantage of waypoints is that, in some cases, they can be more efficient than implementing a complete Pathfinding algorithm.

Here, we don't need to implement a particular logic behind the waypoints. However, they are a useful tool since they allow us to move enemies around the map easily...