Book Image

Unity 2017 2D Game Development Projects

By : Francesco Sapio, Lauren S. Ferro
Book Image

Unity 2017 2D Game Development Projects

By: Francesco Sapio, Lauren S. Ferro

Overview of this book

<p>2D games are everywhere! Timeless and popular, 2D games represent a substantial segment of the games market. The Unity engine has revolutionized the gaming industry, by making it easier for game developers to create quality games on a budget. If you are looking for a guide to create 2D games using Unity 2017, look no further. With this book, you will learn all the essentials of 2D game development by creating three epic games in a step-by-step manner throughout the course of this book. </p><p> </p><p>The first game will have you collecting as many cakes as possible. The second will transport you to outer space to traverse as far as possible while avoiding enemy spaceships. The last game will have you running and jumping across platforms to collect coins and other exotic items. </p><p> </p><p>Throughout all these three games, you will create characters, make them move, and create some enemies. And then, of course, write code to destroy them!. After showing you the necessities of creating a game, this book will then help you to porting the game to a mobile platform, and provide a path to publish it on the stores. </p><p> </p><p>By the end of this book, you will not only have created three complete great games, but be able to apply your knowledge to create and deploy your own games.</p>
Table of Contents (14 chapters)

Summary

We started this chapter by learning how Physics Materials 2D works. From here, we added a new layer for properly identifying our ground, and we added a tag for Jump pads. Then, we moved on to building our Panda Hero by setting up all the components required. Next, we moved to exploring how we can create a Movement Component to allow our hero to move, and we designed it in such a way that it is modular. This means that how the input is received to the Movement Component is not important for the movement itself. As such, we have implemented a Player Controller to send input with a keyboard to the Movement Component.

In Chapter 11, Don't Forget to Save!, we will refine even further the Movement Component to implement jump pads, as well as exploring how we can save game data. In addition, you will learn how to script gameplay for this last game, and you will be provided...