Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
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Design and implementation

In good design fashion, we need to break down the reasons for the mechanics and interactions that we are going to use. In general, you want to minimize the number of mechanics in a game while spreading their use to many unique interactions. Mega Man is a great example of minimal mechanics with elegant use for slight variations. Locomotion, jumping, and shooting are the only things you have to worry about. After defeating the enemies, you gain different shooting abilities or skills, but you will still use the same button to engage the shooting mechanic. This mechanic is kept to a single button press all the way up until Mega Man 4; when the character is able to charge up his weapon and the button designation changes to adapt to the skill change.

This is an interesting thought: the gameplay involves a very limited number of changes to the mechanics, instead just changing graphics and narrative. When you begin designing this portion of your game, think...