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

Chapter 6. NPCs and Interactions

Interacting with other characters is a key feature of RPGs. So, in this chapter, we'll look to add some more characters and give them something to say.

This chapter will discuss, in general, advanced programming techniques. Some of the techniques may not be implemented in our game, but they are still good to know about. Each technique will be accompanied by an example.

After we discuss the advanced programming techniques, we will implement some of these techniques in our game to create a dialog system.

Note

This is a heavy scripting chapter. All the techniques explained are not used in this chapter but are important to know, and what's more important is to know the difference between them and when to use them.

The lists of topics that will be covered in this chapter are as follows:

  • Advanced coding, delegates, events, and messaging

  • Coroutines

  • Scriptable objects and custom importers

  • Building a conversation system