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Developing 2D Games with Unity: Independent Game Programming with C# (ePub eBook) 1st ed.


Developing 2D Games with Unity: Independent Game Programming with C# (ePub eBook) 1st ed.

eBook by Halpern, Jared

Developing 2D Games with Unity: Independent Game Programming with C# (ePub eBook)

£54.99

ISBN:
9781484237724
Publication Date:
28 Nov 2018
Edition:
1st ed.
Publisher:
Springer Nature
Imprint:
Apress
Pages:
383 pages
Format:
eBook
For delivery:
Download available
Developing 2D Games with Unity: Independent Game Programming with C# (ePub eBook)

Description

Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. 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.aBy focusing exclusively on 2D games and UnityOs 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 developing2D games in Unity, using the very latest tools in UnityOs updated 2D workflow.a 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 youOve always dreamed about. Developing 2D Games with Unity can show you the way.What You'll LearnO Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature.O Build a working 2D RPG-style game as you learn.O Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.O Take advantage of the streamlined 2D workflow provided by the Unity environment.O aDeploy games to desktopWho This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

Contents

Chapter 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 Resources

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