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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
4.3 (10)
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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

4.3 (10)
By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
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1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

When to use the Decorator pattern

In this chapter, we are implementing a weapon system with attachments. We have a couple of specifications to consider, such as the following:

  • We need to be able to attach multiple attachments to a weapon.
  • We need to be able to add and remove them at runtime.

The Decorator pattern offers us a way to fulfill these two core requirements. Therefore, it's a pattern to consider when implementing a system in which we need to support the ability to add and remove behaviors to an individual object in a dynamic manner. 

For instance, if we are assigned to work on a CCG (collectible card game), we might have to implement a mechanism in which the player can augment a base card's powers with artifact cards stacked on top of each other. Another use case is imagining having to implement a wardrobe system in which players can decorate their armor with accessories to buff specific stats.

In both cases, using the Decorator pattern could be a good...

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