Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

Designing a level editor

When working on a multi-disciplinary game development team, the responsibilities of a game programmer are not limited to implementing cool game mechanics and features. We are often tasked with building asset-integration pipelines and editing tools. The most common tool we might need to implement early on in a production cycle is a custom level editor for the level designers on our team.

Before writing a single line of code, we need to keep in mind that our game has no randomness integrated into its core game systems. It's a game of skill in which players have the primary goal of reaching the top of the leaderboard by memorizing each track's intricacies and getting to the finish line as fast as possible.

Thus, based on these core design pillars, we can't use a solution such as procedural generation maps that spawn random obstacles based on specific rules and constraints. Consequently, the level designers in our team will have to design the layout...