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

Preface

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.

What this book covers

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 9Finishing 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.

What you need for this book

For this book, you will need Unity 5.x and Tiled Map Editor 0.16.1.

Who this book is for

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.

Conventions

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."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Errata

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Questions

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