Book Image

Hands-On Game Development without Coding

By : Lucas Bertolini
Book Image

Hands-On Game Development without Coding

By: Lucas Bertolini

Overview of this book

Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive!
Table of Contents (16 chapters)
5
Object Behaviors - Adding Logic to Objects
7
Interactable Objects - Enhancing Interaction

Transition screens

We're getting on to the last topic of the chapter: the transition screens. We have three of them in the game kit:

  • The quick transition screen, which fades in and out, and returns the player to the last checkpoint should they have any lives left:
  • This is the loading scene, which is activated whenever we go from one scene to another:
  • This is the Game Over scene, which is activated whenever we die and don't have any lives left:

We can look for the ScreenFader prefab in the folder at Assets | 2D or 3DGameKit | Prefabs | Scene Control, and drag and drop it into our scene:

As we can see, the fading duration is half a second. This applies for every screen, no matter the trigger that causes it. Let's now read about every property:

Fader Canvas Group This has a reference to the fader screen, which is the one we use for going back to checkpoints...