While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start.
By focusing exclusively on 2D games and Unity's ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity's updated 2D workflow.
New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you've always dreamed about. Developing 2D Games with Unity can show you the way.
What You'll Learn
- Verlag: Apress / Springer, Berlin
- Artikelnr. des Verlages: 978-1-4842-3771-7
- 1st ed.
- Seitenzahl: 408
- Erscheinungstermin: 29. November 2018
- Abmessung: 235mm x 155mm x 21mm
- Gewicht: 636g
- ISBN-13: 9781484237717
- ISBN-10: 1484237714
- Artikelnr.: 52595763
Chapter Goal: Draw upon the current renaissance in independent games to inspire readers to leverage their own experiences and fresh perspectives to build innovative independent games.
Game Engines - What are they and why do they matter?
Chapter 2, Introduction to Unity
Chapter Goal: Introduce the user to the Unity Development Environment. Explain how to navigate the interface, Views, and Scenes, and configure Layouts for ease of development.
Install and Configure Unity
Navigating the Unity Interface
Understanding the Different Views
Configure and Customize the Layout
The Transform Toolset
Chapter 3. Foundations
Chapter Goal: Walk the reader through C# syntax, naming conventions, and data types. Teach the reader about Unity-specific concepts like Game Objects, Components, and Scripts. We'll also be talking about some of the more common architectural design patterns and describe why they are used in the context of building our sample game.
Game Objects: Our Container Entities
Components: Building Blocks
Scripts: Logic for Components
Inheritance and OOP
Unity Object Lifecycle
Chapter 4, World Building
Chapter Goal: Leverage pre-existing and new features of the Unity 2D development toolset to efficiently build out animations, backgrounds, and levels.
Importing 2D Assets
Working with Sprite Atlases
Animating our Sprites
Chapter 5, Building Out the Gameplay
Chapter Goal: This chapter will focus on tying the content from the previous two chapters together to make a playable game. We will utilize more design patterns, implement collision detection, and talk about best-practices when handling user-input in a generic fashion.
Handling User Input
The Delegate Pattern
Physics in Unity
Chapter 6, Beyond the Basics
Chapter Goal: Discuss and implement various features common across all games, such as scene management, saving data, and UI. Build mechanisms to link together the various states of the game. Demonstrate how to extend the Unity Editor to build tools that increase developer efficiency.
Scene and Level Management
Managing Game State
Building the Game Manager
Extending the Unity Editor
Chapter 7, Polish, Polish, Polish
Chapter Goal: Add the finishing touches such as audio, custom fonts, buttons, and menus. Touch upon topics such as shaders and performance profiling, as well as analytics so we can see how users play our game.
Adding Sound and Music
Using Custom Fonts
Chapter 8, Where to go next
Chapter Goal: Discuss various next steps the reader can take to further their Unity knowledge, build better games, and get more involved with the Unity community.
Community: Online and Offline