Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Chapter 5. Creating a 2D Adventure Game

In this chapter, we will begin a completely new project; specifically, a 2D adventure game in which the player controls an alien character, exploring and navigating a dangerous world complete with quests and interactive elements. This project will incorporate elements and ideas from previous chapters, as well as focus on new techniques, such as Complex Collisions, 2D Physics, Singletons and Statics, and more. In short, we will cover the following topics:

  • 2D characters and player movement

  • Assembling complex and multipart characters

  • Level design

  • 2D Physics and collision detection

    Note

    The starting project and assets can be found in the book companion files in the Chapter05/Start folder. You can start here and follow along with this chapter if you don't have your own project already.