Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Why do we shop?


The motivation to buy things is strong, and we have come to expect this in almost any game. From a simple adventure game where we just pick things up off the street that may come in useful later, to full-fledged RPG games where the inventory is everything, this motivation is indispensable. Even First Person Shooter (FPS) games aren't immune to this phenomenon.

It is important to keep all of this in mind and look at the real-world when designing any shopping/inventory system for your RPG game. The more it feels like something that someone would do in real life, the more at home they will feel with it, and the easier they will find to use it.

You should always be asking the following questions of yourself while designing such a system:

  • How does an item add value?

  • Does it seem affordable?

  • Is it going to improve the play?

  • Is it desirable?

  • Is it better to know what the player will already have and why?

  • Is it single-use (consumable) or fixed (durable/non-consumable)?

  • Will it break or wear...