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 8. What Is beyond the Cake?

"From colorful cupcakes to delectable desserts, discover how to tantalize the taste buds of consumers!"

In the first part of the chapter, we will present a series of ideas on how to improve your game. Some of these sections have already been anticipated in previous chapters. In order to have these sections explained in detail, and by also showing the code, we would have required much more time and space, which we unfortunately don't have. Therefore, you need to consider these sections as exercises. In fact, this is the only chapter in which the Homework section is not present (although there are some explicit exercises). Please, feel free to expand and implement what captures your interest most. After all, nothing can teach you better than experience, and trial and error!

Later in the chapter, we will discover what's beyond the cake. In fact, game development is not limited to the game itself; there are many things built around that you should consider...