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


Hopefully, you can appreciate by the end of this chapter how even a simple map-like interface has its own flavors and complexities, but there is so much more you could do to enhance this area. Depending on your style of game, the player could spend quite a lot of time on the map exploring (such as Zelda) or they could just be zipping through. So, plan time accordingly to decide how much you want to invest.

If you target mobile platforms, then other input strategies are very important. On handheld devices, it doesn't really make sense to have the player move around the scene with a keyboard.

In this chapter, we covered the following topics:

  • Building the wider world using textures, texture generation tools, map tools, and some hints at procedural generation

  • Adding the ability to transition between scenes

In the next chapter, we are going to start building our turn-based battle system!