The last chapter began development of player controls by coding a camera waypoint and navigation system. This chapter completes player controls development by creating a typing-combat system. Specifically, zombies approach the player to attack, sometimes alone and sometimes in waves. When this happens, a word or phrase is randomly selected from a dictionary and assigned to each attacking zombie; the player must frantically type the matching phrase to destroy the zombies one by one, thereby making progress in the level. This functionality involves many different features within Unity. We'll need a dictionary database, a random select feature, an input system for typing instructions, and UI elements to provide graphical feedback for the input. So, let's jump in and get started.
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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