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

Leaving town


Currently, our character can walk back and forth in the town and walk around in the map, but she can't go between the two scenes. Since the game will start off in the town, let's begin by allowing the character to leave the Town and enter the Overworld.

Creating a NavigationManager script

To navigate between scenes, we could add a simple SceneManager script that says when you hit this collider, go to a specific scene, but if you are planning a larger world with a large number of interactions, it is better if we build a separate navigation system so that we have everything in one place; it's just easier to manage that way.

This separation is a fundamental part of any good game design. Keeping the logic and game functionality separate makes it easier to maintain in the future, especially when you need to take internationalization into account (but we will learn more about that later).

In Chapter 4, The Town View, we created a NavigationPrompt script that we will rewrite and tie into...