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

Waypoints for enemies


A waypoint is a special point on the map where NPCs 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. For instance, in a shooting game, enemies want to get closer to the player to shoot him/her. Waypoints can also perform part of the decision-making process. For example, imagine a tower defense level 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 (we will see this in the last chapter of this book). The advantages of waypoints are that, in some cases, they can be more efficient than implementing a complete pathfinding algorithm.

Note

In more complex implementations, waypoints can be connected in different ways and these connections can also be created automatically by letting the waypoints find each other. Furthermore, they can also contain other...