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 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming

After going through different parts of the Unity engine, it's time to come back to our game and finish it up. In doing this, we will explore another big topic: gameplay programming. In particular, we will see how data can be exchanged between different parts of a game. Since in our tower defense game there are still many parts to connect, and they can be implemented in thousands of different ways, I tried to choose different techniques in order to give you a different perspective on how things can be implemented within Unity.

Specifically, in this chapter we will cover:

  • How to implement a trading system to allow the player to buy, sell, and upgrade cupcake towers

  • Scripting how the player can place cupcake towers on the map once they are bought

  • How game over conditions can be triggered to display a winning or losing screen

  • Keeping track of the progress made by the player during the level

  • Creating a spawn system...