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)
14
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15
Index

Summary

In this chapter, we went over the design and implementation of interactions and mechanics. Even though the player’s experiences and interactions seemed quite simple, the depth of design of player afforadances allowed the player to know their limits and navigate the gameplay. We spent a good amount of time talking about interactions and mechanics. We defined the game loops and broke down parts of the mechanics toolbox. This was a very quick and short lesson into various game experiences. Finally, we broke down a bit of our game.

We broke down the stairs interaction and how that would be managed. We also went over why the stairs problem exists and where the solutions need to happen. Then, after that was completed, we went over the design of the first puzzle. After that was fully explained, we broke down our version of the implementation. Once this puzzle is completed, it’s followed by a tight space segment, which could be used for loading the rest of the level...