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

Designing a heads-up display


Designing a Heads-Up Display (HUD) is a very challenging task. The HUD is the interface through which your players can interact with the virtual world and receive feedback from the virtual world environment. As with everything else we have designed so far, the HUD design is also heavily related to the type and the needs of the game you are trying to make.

For instance, a Real-Time Strategy (RTS) game will have a very different type of HUD design to a First-Person Shooter (FPS) or a Role-Playing Game (RPG). They will have some things in common, but their individual design is very distinctive, as well as some of the features and functionality.

We could have a whole book just about the design and development of user interfaces and how to approach them in a scientific manner. But that is outside the scope of this book, and we are concerned with the theories.

HUD basics

Any simple heads-up display will have, at a minimum, a way to display the following information:

  • Basic...