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

Planning what is left to implement for our game


The first thing to do before we complete our game is to reorganize the ideas after having written down what we have done so far.

In Chapter 1, A Flat World in Unity, we imported all the Sprites and set them up properly. Then, in Chapter 2Baking Cupcake Towers, we implemented the Projectile and Cupcake tower classes. In Chapter 3, Communicating with the Player – the User Interface, we implemented the health and the sugar of the player, whereas in Chapter 4No Longer Alone – Sweet-Toothed Pandas Strike, we focused on animating our sweet-toothed Panda. Finally, in Chapter 5, The Secret Ingredient Is a Dash of Physics, we explored physics and how we can use it within our game, and in Chapter 6, Through a Sea of Sprinkles – Navigation in Artificial Intelligence, we gave the Pandas the possibility of moving along the path towards the sweet cake.

So, what's left to do is the following:

  • Integrate a trading system so the player can buy, sell, and upgrade...