This chapter is about designing and building playable levels for Dead Keys. More accurately, Dead Keys consists of multiple levels, and our focus in this chapter will be on the creation of one of those levels in detail. Only one needs be considered because the level-creation process is merely repeated creatively, after creating the first level, to produce all remaining levels at increasing difficulty levels. By level, I mean a scene in Unity terms-a complete and integrated 3D world where the game evolves according to its internal rules and logic. We'll look in depth at using and reusing modular assets, such as environment meshes, to build interesting levels of any size needed; we'll also see lightmapping and lighting overall to enhance realism, as well as NavMesh generation for artificial intelligence and Occlusion Culling for rendering optimization, among other issues. By the end of this chapter, we'll have constructed an integrated and atmospheric...
Mastering Unity 5.x
By :
Mastering Unity 5.x
By:
Overview of this book
Mastering Unity 5.x is for developers wishing to optimize the features of Unity 5.x. With an in-depth focus on a practical project, learn all about Unity architecture and impressive animation techniques. With this book, produce fun games with confidence.
Table of Contents (16 chapters)
Mastering Unity 5.x
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
Free Chapter
Preparation and Asset-Configuring
Level Design and Structure
Player Controls - Movement
Player Controls - Typing and Health
Enemies and Artificial Intelligence
Project Management and Version Control
Persistent Data - Load and Save Game States
Performance, Optimization, Mobiles, and More
Customer Reviews