Book Image

Getting Started with Unity 5.x 2D Game Development

By : Francesco Sapio
Book Image

Getting Started with Unity 5.x 2D Game Development

By: Francesco Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (16 chapters)
Getting Started with Unity 5.x 2D Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Making sprinkles


In the Prefabs section, we created the Prefab for our sprinkle projectile. In this section, we will see how to make sprinkles move into the 2D space. In particular, we will learn how to create and use scripts in Unity for 2D game elements.

The projectile class

Since there might be different projectiles in our game that can be thrown against the sweet-tooth pandas, and not only sprinkles, we need to define a general class. All the different kinds of projectile will follow some general rules:

  • They move in a straight line

  • They carry information about how much damage they will inflict on the enemies

Whereas the first is identical for all the projectiles, the second depends on the specific kind of projectile that will be fired. So, we need to create a template. Once we attach this script to a game object, we can set some of its variables and tweak its behavior. In this specific case, we want to tweak how much damage is given and how fast.

Scripting the projectile mother class

So, to...