In this book, there are three projects presented: a Platformer game, an RPG-style game, and a Tower Defense game. Their purpose is to teach you Unity 2D game development with a practical approach.
Chapter 1, Sprites, introduces the reader to the basic elements of 2D game development in Unity, Sprites. Furthermore, it gets the reader to start building the platform game.
Chapter 2, Animations, explains how to animate a Sprite in Unity and how to trigger different animations depending on the state of the character.
Chapter 3, Physics, teaches how to deal with 2D physics in Unity and how to use it to achieve believable movements.
Chapter 4, Level Design, introduces the reader to the Tiled Map Editor by showing the workflow from the creation of the map, and how to import it into Unity. Furthermore, it concludes the platform game.
Chapter 5, Creating Our Own RPG, starts with the foundations for creating the RPG game, by explaining the basic concepts needed for it.
Chapter 6, AI and Pathfinding, introduces the reader to basic Artificial Intelligence techniques, such as Pathfinding, and completes the RPG game.
Chapter 7, Tower Defense Basics, explains the basics for the creation of a Tower Defense game, using all the concepts learned so far.
Chapter 8, User Interface for the Tower Defense Game, dives into more in detail about creating a user interface for your games, with particular focus on the Tower Defense game.
Chapter 9, Finishing Tower Defense Game, wraps everything up and completes the Tower Defense game by explaining gameplay elements and how to make all the elements of before they interact with each other.
If you’ve got the basics of 2D development down, push your skills with the projects in this hands-on guide. Diversify your portfolio and learn the skills to build a range of awesome 2D games in different genres.
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We only need the base pack
folder."
A block of code is set as follows:
// The Player's speed public float speed = 10.0f; //Game boundaries private float leftWall = -4f; private float rightWall = 4f;
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
void Awake () {
moneyCounter =
GameObject.Find("MoneyCounter").GetComponent<MoneyCounterScript>();
uiImage = GetComponent<Image>();
TowerScript.towerMenu = this.gameObject;
}
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Click on Asset packages and select 2D."
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