Book Image

Unity 2017 2D Game Development Projects

By : Francesco Sapio, Lauren S. Ferro
Book Image

Unity 2017 2D Game Development Projects

By: Francesco Sapio, Lauren S. Ferro

Overview of this book

<p>2D games are everywhere! Timeless and popular, 2D games represent a substantial segment of the games market. The Unity engine has revolutionized the gaming industry, by making it easier for game developers to create quality games on a budget. If you are looking for a guide to create 2D games using Unity 2017, look no further. With this book, you will learn all the essentials of 2D game development by creating three epic games in a step-by-step manner throughout the course of this book. </p><p> </p><p>The first game will have you collecting as many cakes as possible. The second will transport you to outer space to traverse as far as possible while avoiding enemy spaceships. The last game will have you running and jumping across platforms to collect coins and other exotic items. </p><p> </p><p>Throughout all these three games, you will create characters, make them move, and create some enemies. And then, of course, write code to destroy them!. After showing you the necessities of creating a game, this book will then help you to porting the game to a mobile platform, and provide a path to publish it on the stores. </p><p> </p><p>By the end of this book, you will not only have created three complete great games, but be able to apply your knowledge to create and deploy your own games.</p>
Table of Contents (14 chapters)

Let’s Get Physical

In this chapter, you continue to work on the third and final game in the book—RETROformer. You will learn all about 2D physics in Unity, and how it can be applied to the platform game. Here, we will learn this by applying physics to actions such as jumping and moving through forces. In particular, we will implement a Movement Component (which will take care of controlling the Animation State Machine of the previous chapter, as well as moving the character using physics) along with a Player Controller (which will send input based on the keyboard to the Movement Component). Keep in mind that if it is difficult to understand now, it will be much easier by the end of the chapter.

Throughout this chapter, we will cover the following topics:

  • Physics Material 2D
  • Finishing to set up the Environment
  • Creating our Hero
  • Movement Component for moving, jumping...