Book Image

Getting Started with Unity 5.x 2D Game Development

By : Francesco Sapio
Book Image

Getting Started with Unity 5.x 2D Game Development

By: Francesco Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (16 chapters)
Getting Started with Unity 5.x 2D Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence

After having given a rendering (Chapter 4, No Longer Alone – Sweet-Toothed Pandas Strike) and a physical shape (Chapter 5, The Secret Ingredient Is a Dash of Physics) to our Pandas, it's now time to give them intelligence. In particular, the ability to walk/navigate through the map towards the player's cake to eat it. In fact, as we have already pointed out, artificial intelligence (AI) is at the core of giving life to NPCs, so that they can move around and act within the world. However, this chapter will focus on navigation.

In particular, we will implement a waypoint system for our Pandas. We will do it twice, so that we can have two different perspectives on the same thing, and we will highlight the advantages and disadvantages of each method.

Here is an outline of the topics that we will cover:

  • The importance of AI in video games

  • Navigation in video games and an overview of the main techniques

  • Implementing a waypoint...