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)

Creating a shooting system

As we saw in Chapter 5, Freeze! Creating an Intergalactic Shooter, there are many different ways a player can "shoot" something. As we also learned, in our game, the player will shoot at a range of different objects. Therefore, there are a few things that you may want to consider when it comes to implementing the elements of shooting. One such thing is the "consequence" for shooting or, alternatively, getting shot. For example, when a player shoots at the enemy, how many hits can the enemy take before it is destroyed, and vice versa for the player? Are some enemies harder than others, perhaps more powerful? Now, the answers to these kinds of questions become refined through playtesting. It is what we game designers refer to as "balancing", and ideally you want a game to be not too easy or too hard at the beginning, but something...