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

Summary


We started this chapter by looking into what is involved in finishing and packaging the game itself with menus and important touch points if you want to stand out.

To make best use of the editor, we extended and expanded on the default views that the Unity gives us.

Through the course of this chapter, we looked at all of the capabilities that Unity gives us to make best use of these features. With these tools in hand, we can keep building our games a lot easier and customize Unity to fit our game (rather than the other way around). The editor is there to help us build our game, so why not improve it?

Several developers graciously share their editor scripts and work in open source libraries, so be sure to look around; in many cases, you don't need to start from scratch.

We covered editor customization, property drawers, custom editors, editor windows, and Gizmos. We also covered architecting the game package with screens and menus and working with saving and loading data.

In the next chapter...