Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Backgrounds and layers


Now that we have our hero in play, it would be nice to give her a place to live and walk around, so let's set up the home town and decorate it.

First, we are going to need some more assets. So, from the asset pack you downloaded earlier, grab the following assets from the Environments pack and place them in the Assets\Sprites\Environment folder:

  • background.png

  • skyline.png

  • buildingsAndRoads.png

  • townObjects.png

To slice or not to slice

As we progress through this book, you will notice that some assets are single textures, whereas others contain multiple images, and you may wonder which method is best to create your assets and why it is best.

The answer (as it is in a lot of these situations) depends on the needs of your title.

It is always better to pack many of the same types of images on to a single asset/atlas and then use the Sprite Editor to define the regions on that texture for each sprite, as long as all the Sprites on that sheet are going to get used in the same...