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
Managing Character States with the State Pattern

In video games, entities continually transition from one state to another depending on player inputs or events. An enemy character might go from an idle state to an attack state depending on whether it spots the player moving across the map. A player character is constantly blending from one animation to another as it responds to the player inputs. In this chapter, we will review a pattern that permits us to define the individual states of an entity and its stateful behaviors.

To start, we will use the traditional State pattern to manage the individual finite states of our main character. In the context of our racing game project, the main character is a motorcycle, so it has a set of mechanical behaviors and animations. As we progress in our implementation of the State pattern, we will soon see its limitations, which we will overcome...