Book Image

Building an RPG with Unity 2018 - Second Edition

By : Vahé Karamian
Book Image

Building an RPG with Unity 2018 - Second Edition

By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Summary


This chapter was mostly code. We enhanced the GameMaster class to handle the game settings and scene management. We began the chapter by making GameMaster handle the user interface, the player character data, and the game settings, which currently is just the volume for the background music.

We added a new UI element that displays the settings panel for the game. At the moment, it only contains the main volume control. Next, we added the necessary code in the UiController class and the GameMaster class to handle the display of the settings window, as well as the slider value passed from the UI component to UiController to the GameMaster class.

We also made the GameMaster class into a singleton. A singleton in software engineering is a design pattern that restricts the instantiation of a class to one object. This pattern fits perfectly for GameMaster, as we only need to have one instance of it active at any given time throughout the lifespan of the game.

We also looked at how to perform...