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

Summary


Picking when and how often a player will enter battles is a tricky balance between fun and engagement. Do it too often and they will get annoyed, too infrequently and they will get bored. Also, the battles need to be achievable and challenge the player at the same time. It is a complex paradox that, if planned wrong, can ruin your hard work. The best solution, when all is said and done, is to get your game play tested by as many people as possible and genuinely consider feedback, no matter how harsh.

Alongside random generation, of course, is predictive planning: if you have a story to tell, you also need to have a framework to replay that story over a period of time, balancing when you need a random event or picking up the next page in your book.

In this chapter, we covered random generation, what it means, and when to use it effectively; covered some very simple uses of randomness; built a battle scene and planned for expansion; covered basic AI concepts and State Engines; and enabled...