Book Image

Getting Started with Unity 2018 - Third Edition

By : Dr. Edward Lavieri
Book Image

Getting Started with Unity 2018 - Third Edition

By: Dr. Edward Lavieri

Overview of this book

The Unity game engine has revolutionized the gaming industry with its complete set of intuitive tools and rapid workflows, which can be used to create interactive 3D content. With Unity, you can scaffold your way from the basics and make make stunning interactive games. This book will guide you through the entire process of creating a 3D game, from downloading the Unity game engine to publishing your game. It not only gives you a strong foundation, but puts you on the path to game development. Beginning with an overview of the Unity engine and its interface, you will walk through the process of creating a game environment and learn how to use built-in assets, as well as assets created with third-party 3D modeling tools such as Blender. Moving on, you will create custom scripts to control non-player character behaviors and gameplay. You will master exciting concepts such as Heads-Up-Displays, mini-maps, game navigation, sound effects, and lighting effects. Next, you’ll learn how to create your first VR experience, right from setting up the project to image effects. You'll be familiarized with all the tools that Unity has to offer to create your own immersive VR experiences. Each section is a stepping stone toward the completion of the final game. By the end of the book, you'll have learned advanced topics such as cross-platform considerations which enable your games to run on multiple platforms.
Table of Contents (21 chapters)
Title Page
Dedication
Packt Upsell
Contributors
Preface
Index

Gameplay


The game will start with the player in the center of the game world. The Cucumber Man, controlled by the player, will need to defend the cucumber patches from the Cucumber Beetles. To fend off the Cucumber Beetles, the Cucumber Man will need to collect cherries from nearby cherry trees. The goal is to defeat all the Cucumber Beetles before the cucumbers in the cucumber patches are all gone. 

Let's look at how we will make all this happen. The following game play components are covered in this section:

  • Game world layout
  • Starting condition
  • Point system
  • Heads-Up Display

Game world layout

Will will create our game world in Chapter 4, Creating Our Terrain, and then add cameras and lighting effects in Chapter 5, Lights, Cameras, and Shadows. We will create a basic outdoor environment that consists of a large island surrounded by water. The water will be for aesthetics and boundary purposes. We will not make use of the water; after all, cucumbers cannot swim.

Here is a mock-up of the shape our...