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

Improving the atmosphere of the game


Have you ever played a game or watched a movie and felt like you were there, you felt entranced, immersed, and completely a part of the world… the moment? This is all relates to the atmosphere. Creating the right mood requires a number of different things, it's not just about how it looks but what it sounds like; it also has a way of communicating something to the player. Unfortunately, we cannot yet tap into touch (although there is a lot of research going on haptic interfaces), taste, or smell (with the exception of the Nosulus, a prototype device created by Ubisoft; it can be found at http://nosulusrift.ubisoft.com). Therefore, how they look and sound is imperative to the atmosphere!

Visuals

Games don't necessarily have to look amazing to be immersive, but they need to provide a visual environment that makes sense. Visuals can range from skyboxes, aesthetic style of objects and environment.

Color schemes

Color represents mood, and anyone who has ever taken...