Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Chapter 1: Designing a Game from Scratch

Welcome to the first chapter of the book! I am sure you are as super excited as I am to start this amazing journey into game development with Unity. We will be approaching game development in four parts. First, we will be talking about the basics of game development, looking at topics such as how to design your game before you start coding, and then we will prototype a simple first level using Unity. Then, we will dive into graphics to find out the look and feel of a good game. Later, we will learn how to get everything moving through the use of scripting; and, finally, we will see how you can finish and publish your game. As you go through the chapters, you will apply every concept to a full game project, so you will end the book with a fully functional shooter game.

In this chapter, we will design our game, Super Shooter. This phase is known as pre-production, where we will create a development plan. Our game design will include all the functionality we want in our game: the player character, the non-player characters, game assets, animations, and more. We will use screen mock-ups, as well as a narrative, to document our game's design. We will look at related concepts regarding the use of Unity for our game along the way. We will be discussing which pieces of documentation are necessary for all the design work we will be doing throughout this chapter.

Specifically, we will examine the following concepts in this chapter:

  • Game concept
  • Game characters
  • Gameplay
  • The difficulty balance
  • Documentation