Book Image

Hands-On Game Development without Coding

By : Lucas Bertolini
Book Image

Hands-On Game Development without Coding

By: Lucas Bertolini

Overview of this book

Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive!
Table of Contents (16 chapters)
5
Object Behaviors - Adding Logic to Objects
7
Interactable Objects - Enhancing Interaction

The inventory

As we all know, the inventory in a game is key to the player experience. This is the reason why we should add it to our games, and both the 2D and 3D Game Kits give us the chance to do so.

We have two main components that we need to learn about in order to make our inventory system work. Let's keep on reading to see what these involve.

In the 2D Game Kit, the inventory system is applied in Ellen's prefab by default, because it already has the Inventory Controller component.
In the 3D Game Kit, things are a little different, so we'll need to add the Inventory Controller ourselves.

We can see the Inventory UI on the top right of the screen, as highlighted in the red box in the following screenshot:

Inventory items

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