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

Enhancing and improving your game


The aim of this section is to give you an idea of the potentiality of your game and a direction to work toward. After all, if you have reached this far, you will also be able to walk by yourself, and so I won't explain everything in detail.

Improving cupcake towers

Here we will focus on how we can improve our cupcake towers by exploring some ideas and new directions, such as shooting policies or a special kind of sprinkles.

Shooting policies

Back in Chapter 2, Baking Cupcake Towers, we implemented the first cupcake tower that shot the Panda closest to the tower. However, this is not the only policy that you can pick. Actually, you can also allow the player to pick one that suits better for his/her strategy.

These policies may include:

  • Shoot the weaker/stronger Panda

  • Shoot the Panda with less/more health

  • Shoot the furthest Panda within the range

  • Shoot the first/last Panda that enters in the range

Feel free to add more and implement your own.

Tip

How to implement these...