Book Image

Learning C# by Developing Games with Unity 2019. - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019. - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
Section 1: Programming Foundations and C#
Section 2: Scripting Game Mechanics in Unity
Section 3: Leveling Up Your C# Code

A game design primer

Before jumping into any game project, it's important to have a blueprint of what you want to build. Sometimes ideas will start out crystal clear in your mind, but the minute you start creating character classes or environments, things seem to drift away from your original intention. This is where the game design allows you to plan out the following things:

  • Concept: The big-picture idea and design of a game, including its genre and play style.
  • Core mechanics: The playable features or interactions that a character can take in-game. Common gameplay mechanics include jumping, shooting, puzzle-solving, or driving.
  • Control schemes: A map of the buttons and/or keys that give players control over their character, environment interactions, and other executable actions.
  • Story: The underlying narrative that fuels a game, creating empathy and a connection between players and the game world they play in.
  • Art...