Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (21 chapters)
Title Page
Dedication
Packt Upsell
Contributors
Preface
Index

Chapter 3. Designing the Game

In Chapter 2, The Unity Interface, we examined Unity's user interface and paid specific attention to the most commonly used components that include: menus, Scene view, Game view, Project window, Hierarchy window, Inspector window, Toolbar, and Layouts. Becoming familiar with Unity's interface gives us the confidence to move forward with the game engine and to explore additional interface components as we introduce new functionality necessary to create our game.

In this chapter we will design our game, Cucumber Beetle, so that we can create a development plan. Our game design will include all the functionality we want in our game, the player character, the non-player characters, game assets, animations, and more. We will use screen mock-ups, as well as narrative, to document our game's design. We will look at related concepts regarding using Unity for our game along the way.

Specifically, we will examine the following concepts in this chapter:

  • Game concept
  • Game characters...