Book Image

Mastering Unity 2D game development

By : Simon Jackson
Book Image

Mastering Unity 2D game development

By: Simon Jackson

Overview of this book

Table of Contents (21 chapters)
Mastering Unity 2D Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
1
Overview
Index

Building your shop


Using the items, we are going to design our game. Now we need to start thinking about how the player can be provided with these items. Do they need to be bought from a shop, are they found somewhere, and can they be sold later, or does the player simply throw them away once done with them and move on to the next shiny thing? In some games, the previous item becomes fused with the new one to highlight a progression.

The next thing that should come to mind once you have settled on some sort of shopping system is how the player will access it. In most RPG games, it is the traditional roadside shop or wandering peddler. The player has to travel to a certain location in order to buy items. In the case of some of the rarer items, they have to travel to a specific shop or a mystic sear guarding the item in order to acquire it.

Laying out the shop's design is fairly easy, simply because it is a shop. You don't have to worry about loads or size; it is just a storefront.

Some examples...