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OverviewFull Product DetailsAuthor: Jared HalpernPublisher: APress Imprint: APress Edition: 1st ed. Weight: 0.623kg ISBN: 9781484237717ISBN 10: 1484237714 Pages: 383 Publication Date: 29 November 2018 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand We will order this item for you from a manufactured on demand supplier. Table of ContentsChapter 1. Gaming Past and PresentChapter 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. ● Games Historically ● Games Today ● 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 ● Unity Documentation Chapter 3. FoundationsChapter 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. ● C# Walkthrough ● Entity-Component Architecture ● Game Objects: Our Container Entities ● Components: Building Blocks ● Scripts: Logic for Components ● Introducing: Prefabs ● Inheritance and OOP ● Unity Object Lifecycle ● Logging Output ● Debugging Chapter 4, World BuildingChapter 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 ● 2D Tilemapping ● 9-Slicing Tiles ● Scriptable Tiles ● Scriptable Brushes 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 ● Collision Detection ● The Delegate Pattern ● Object Managers ● 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 ● Object Pooling ● Coroutines ● Extending the Unity Editor ● Saving Data 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 ● Custom Buttons ● Menus ● Splash Screens ● Particle Effects ● Unity Analytics ● Shaders ● Performance Profiling 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. ● Asset Store ● Community: Online and Offline ● Game Jams ● Online ResourcesReviewsAuthor InformationJared Halpern is a software developer with over 12 years of experience working in a wide range of technologies. Lately he has specialized in Apple and Unity. Jared has built many iPhone apps over the years, including games, augmented reality, photography, eCommerce, video, and GIF apps. His interests include Swift, Unity, AR, Game Development, and the creative application of these technologies. He has an immense passion for the potential of games as an interactive medium to tell stories and give experiences in ways that other mediums cannot. He currently enjoys working as a freelance software developer. Tab Content 6Author Website:Countries AvailableAll regions |