This chapter is about designing and building playable levels for Dead Keys. More accurately, Dead Keys consists of multiple levels, and in this chapter, our focus will be on the creation of one of those levels in detail. Only one needs be considered because the level creation process is merely repeated creatively, after creating the first level, to produce all the remaining levels at increasing difficulty levels. By level, I mean a scene in Unity terms--a complete and integrated 3D world where the game evolves according to its internal rules and logic. We'll look, in depth, at using and reusing modular assets, such as environment meshes, to build interesting levels of any size needed; we'll also see lightmapping and lighting overall to enhance realism as well as NavMesh generation for artificial intelligence and Occlusion Culling for rendering...
Mastering Unity 2017 Game Development with C# - Second Edition
Mastering Unity 2017 Game Development with C# - Second Edition
Overview of this book
Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay.
This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more.
By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)
Preface
Free Chapter
Preparation and Asset Configuring
Level Design and Structure
Player Controls - Movement
Player Controls - Typing and Health
Enemies and Artificial Intelligence
Project Management and Version Control
Persistent Data - Load and Save Game States
Performance, Optimization, Mobiles, and More
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