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

Game objectives

The list of core objectives (a.k.a. player goals) are the following:

  • The main objective (a.k.a. win state) is to cross the finish line without any fatal crashes.
  • The secondary objective is to get the best score by earning "risk" points by taking risky racing lines when swerving between obstacles.
  • As a bonus objective, a player can get extra points by picking up a specific amount of collectible items (a.k.a. pickups) that are spawned across the tracks. This objective is aimed at "completionists."
  • The ultimate objective of the game is to get the highest score while finishing the race with the fastest time.
A good game designer will always design several objectives to satisfy the various kinds of players to keep them engaged as long as possible. For example, a player with a "completionist" mindset doesn't simply want to finish a game but complete it by attaining every possible objective and getting every collectible item...