Book Image

Gamification with Unity 5.x

By : Lauren S. Ferro
Book Image

Gamification with Unity 5.x

By: Lauren S. Ferro

Overview of this book

Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.
Table of Contents (16 chapters)
Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Preface

As you can guess from the title of the book, this book is designed to teach you about implementing gamification into Unity. However, this isn’t any ordinary how-to guide. It will give you not only a strong theoretical foundation of what gamification is, but also how it can be implemented to achieve different results. It discusses motivation, reward schedules, feedback loops, and how these all impact the end user. In addition, this book will also guide you through the process of game development from concept to implementation, including testing, iterating, marketing, and finally publishing.

What this book covers

Chapter 1, The Anatomy of Games, explains the different components of gameplay and their functionalities. We will explore what games are made up of–the atoms of gaming experiences and how they are used.

Chapter 2, Who or What am I? - Understanding the Player, tells the readers that in designing and developing a gamified application, it's very important to study and understand the audience, and how they behave as players. Therefore, in this chapter, the reader will be provided with different tools to specifically engage his target audience. More importantly, the readers will learn how to understand and to design these specific tools inside Unity.

Chapter 3, An Engaged Player is a Happy Player, will discuss ways to provide feedback and reinforcement as well as tracking the progress of the player during their engagement with the application. In addition, it will describe ways to actively engage players throughout the experience.

Chapter 4, An Organized Chaos - Getting Ideas Out of Your Head and on to Paper, will explain how to design a gamified application before starting to create a final version. The reader will learn different and specific techniques for process of creating gamified applications in different contexts, allowing the reader to have more tools to face the challenge. Furthermore, it is also shown how it is possible to use Unity during the process to help the reader to create helpful tools in Unity to generate new ideas.

Chapter 5, Sculpting the Conceptual Beast, shows that having a hard copy of the application the reader has in mind can avoid many restructuring and recording later. Therefore, this chapter introduces a series of tools to the reader for creating a physical prototype of the application. At this stage, the reader will get an idea of how to test it with its target audience to avoid wasting time and programming resources later on in the process. This will also extend what the reader has done in previous chapters, but add more functionality.

Chapter 6, Breathing Life to Your First Creation: Creating and Importing Assets for Your Application!, will show the reader how to gather all the concepts from the previous chapter and get them working together inside Unity. By the end of this chapter the reader will have acquired the right skills to implement all of them inside Unity.

Chapter 7, Get Your Motor Running, will explain to the reader how to implement various game elements into Unity that relate to the project. This provides the basic foundation and practical skills that the reader will need later on when developing the project. Each game element will be provided with a clear explanation of how to create it within Unity.

Chapter 8, Break, Destroy, and Rebuild - The Art of Playtesting and Iteration, will reveal methods of playtesting and iteration, in order to improve the design  of their project. It will suggest ways to test, what to look for and what to pay attention to during this stage.

Chapter 9, Graduating Your Project to Completion, will wrap up everything that we have done as part of the project. It will make sure that the project is ready to publish and that the reader has developed all the necessary skills to get it to the final stage. It will also discuss different marketing techniques and approaches to online social networking services to give a gamified application the best possible chance for success across a wide audience.

Chapter 10, Being the Best That You Can Be!, will consider everything together that the reader has learned during the process and make recommendations some of the best practices during the design process and some of the key things to look for.

What you need for this book

Throughout the book we have used Unity 5.x to develop the gamified application. We have also used Adobe Illustrator to complete some of the images. However, it is possible to use any graphics creation program that you feel comfortable with using. In some instances, word processing software is required to create documents, but feel free to use whatever you prefer (for example, Microsoft Word, Adobe InDesign, Open Office). Other than that, the only requirement from you is to bring your imagination and creativity.

Who this book is for

If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Mount the downloaded WebStorm-10*.dmg disk image file as another disk in your system."

A block of code is set as follows:

using UnityEngine;
using System.Collections;
public class BrainstormingTool : MonoBehaviour {

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "They need to be inside a folder named Editor."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Errata

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Questions

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