Getting started with Unity 5.x 2D game development build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas

Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book Build a complete and exciting 2D Tower Defense game from scratch. Understand and learn to perform each phase of the game development pipeline Homework and exercises...

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Detalles Bibliográficos
Otros Autores: Sapio, Francesco, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, [England] : Packt 2017.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630143006719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • Acknowledgment
  • About the Reviewer
  • www.PacktPub.com
  • Customer Feedback
  • Table of Contents
  • Preface
  • Chapter 1: A Flat World in Unity
  • Learning game development
  • Tower defense games
  • Designing our game
  • Getting ready
  • Remembering the past to build the future
  • Organizing the project
  • A 2D world
  • Sprites
  • Sprite Renderer
  • Importing new friends
  • The Sprite Editor
  • Manual mode
  • Automatic mode
  • Polygonal mode
  • Sprite Editor for UI-9-slice scaling
  • Preparing the assets
  • Scenes as levels
  • Setting proportions
  • There is more about the Unity interface
  • Homework
  • Summary
  • Chapter 2: Baking Cupcake Towers
  • 2D objects
  • Parenting game objects
  • Difference between world coordinates and local coordinates
  • Ordering the different layers with Z-Buffering
  • Unfolding the map
  • Layers and tags
  • Prefabs
  • The game view
  • Math background
  • Scripting in Unity
  • Creating new scripts
  • Basics about scripts
  • Variables
  • Attributes
  • Functions
  • Comments
  • Execution order
  • Making sprinkles
  • The projectile class
  • Scripting the projectile mother class
  • Tons of sprinkles through Prefabs
  • Baking cupcakes towers
  • What a cupcake tower does
  • Scripting the cupcake tower
  • Shooting to the pandas
  • Upgrading the cupcake tower, making it even tastier
  • A pre-baked cupcake tower through Prefabs
  • More about coding in Unity
  • Static variables
  • Inheritance
  • Random numbers in Unity
  • Homework
  • Summary
  • Chapter 3: Communicating with the Player - the User Interface
  • Getting ready
  • Designing the user interface
  • Programming the user interface
  • User interface system
  • Canvas
  • Screen space - Overlay
  • Screen space - Camera
  • World space
  • Draw order of UI elements
  • Visual components
  • The Image component.
  • The Text component
  • Basic transformations
  • The Rect Tool
  • The Rect Transform
  • Layout components
  • Fitters
  • Layout groups
  • The layout element component
  • Interaction components
  • The selectable base class
  • Interactable option
  • Transition options
  • Navigation options
  • Button
  • Toggle and Toggle Group
  • Slider
  • Scrollbar
  • Dropdown
  • Input Field
  • Scroll Rect
  • More about UI rendering
  • The canvas renderer
  • More visual components
  • UI effect components
  • UI and lights
  • The canvas components
  • Canvas group
  • Event system
  • Scripting user interfaces
  • Designing the interface for our game
  • Preparing the scene for the UI
  • Creating a health bar
  • Creating and placing the health bar
  • Scripting the health bar
  • Implementing the sugar meter
  • Creating and place
  • Scripting the sugar meter
  • More about UI scripting - handlers
  • What about all the rest?
  • Homework
  • Summary
  • Chapter 4: No Longer Alone - Sweet-Toothed Pandas Strike
  • Getting ready
  • Animations
  • A historical overview
  • Animations in video games
  • Workflow for animations
  • Animations clips and the Animator component
  • Creating Animation clips with a controller
  • The Animator component
  • Creating the other animation clips
  • The Animator
  • The Animator window
  • The Animator state machine
  • The Animator states
  • Special states
  • The animator parameters
  • The animator transitions
  • Transition settings
  • Transition graph
  • Transition conditions
  • Testing transitions
  • The panda's Animation State Machine
  • Testing the panda's Animation State Machine
  • Scripting Animations
  • State machine behaviours
  • The destroy behaviour
  • The panda script
  • More about Animations
  • Avatars
  • Sub-state machines
  • The hierarchical location menu
  • Layers in the Animator
  • Blending trees
  • Animator Override Controller.
  • Culling Mode in the Animator component
  • Root motion
  • Inverse Kinematic
  • Animator component information box
  • Legacy animation
  • Get animated!!
  • Homework
  • Summary
  • Chapter 5: The Secret Ingredient Is a Dash of Physics
  • Getting ready
  • Physics in video games
  • Physics - basics
  • World coordinates and local coordinates
  • Velocity
  • Mass
  • Centre of mass
  • Kinematics
  • Dynamics
  • Force and torque
  • Collisions
  • Rigid body
  • Friction - linear and angular drag
  • The Unity Physics engine
  • Understanding Physics in Unity
  • Physics settings in Unity
  • Physics components
  • Rigidbodies
  • How a Rigidbody 2D works
  • Body types
  • Rigidbody properties
  • Dealing with rigidbodies
  • Colliders
  • Dealing with colliders
  • Joints
  • Main properties of Joints
  • The other rigidbody
  • Breaking joints
  • Specific joints
  • Distance Joint 2D
  • Fixed Joint 2D
  • Friction Joint 2D
  • Hinge Joint 2D
  • Relative Joint 2D
  • Slider Joint 2D
  • Spring Joint 2D
  • Target Joint 2D
  • Wheel Joint 2D
  • Effectors
  • Constant Force 2D
  • Area Effector 2D
  • Buoyancy Effector 2D
  • Point Effector 2D
  • Platform Effector 2D
  • Surface Effector 2D
  • Physics Material 2D
  • Dealing with physics in Unity
  • Other things about Physics
  • The Simulate setting on rigidbodies
  • Physics Raycaster 2D component
  • The other Physics settings
  • Gizmos for colliders
  • Physics for our game
  • Set up Pandas as a rigidbodies
  • Set up projectiles as rigidbodies
  • Detect sprinkles
  • Homework
  • Summary
  • Chapter 6: Through a Sea of Sprinkles - Navigation in Artificial Intelligence
  • Getting ready
  • Introduction to artificial intelligence
  • The importance of artificial intelligence in video games
  • Navigation
  • Aspects of navigation
  • Pathfinding and its techniques
  • Waypoints for enemies
  • Getting the waypoint coordinates.
  • Implementing waypoints - the first/static way
  • Implementing waypoints in the Game Manager
  • Moving along the designed path - static
  • Implementing waypoints - the second/dynamic way
  • Implementing waypoints as separate entities
  • Moving along the designed path - dynamic
  • More about artificial intelligence in games
  • Other techniques for navigation at the pathfinding level
  • Navigation at the level of steering behaviours
  • Navigation at the level of pathfinding/decision making - belief-driven pathfinding
  • Beyond navigation
  • Homework
  • Summary
  • Chapter 7: Trading Cupcakes and the Ultimate Battle for the Cake - Gameplay Programming
  • Getting ready
  • What does gameplay programming mean?
  • Planning what is left to implement for our game
  • Trading cupcake towers
  • The trading parent class
  • Modifying the CupcakeTowerScript
  • Buying cupcake towers
  • Selling cupcake towers
  • Upgrading cupcakes towers
  • Adding the trading options to the user interface
  • Placing the towers
  • Sketching the idea of how it works
  • Allowed areas
  • Scripting the placement script
  • Selecting the towers
  • The Game Manager
  • Game over conditions
  • Game over feedback
  • The GameOver function
  • Keeping track of the game's progress
  • Panda invasion - spawning Pandas
  • What is a coroutine?
  • Sketching the idea of how it works
  • Setting up the spawning system
  • Managing waves
  • The single wave
  • The main menu
  • Designing the main menu
  • Creating the main menu in another scene
  • Loading scenes through scripts
  • Techniques we learnt in this chapter
  • Homework
  • Summary
  • Chapter 8: What Is beyond the Cake?
  • Enhancing and improving your game
  • Improving cupcake towers
  • Shooting policies
  • Special sprinkles
  • Aging and pricing model
  • Improving the user interface
  • Improving levels
  • Multilevel
  • Large maps
  • Many paths.
  • Many Pandas
  • Multiphase bosses
  • A better spawning system
  • Switching difficulty at runtime
  • Training and extending your Unity skills to become a better game developer
  • Making things easier for other team members
  • Exposing events
  • Sprinkles pooling
  • Saving your data
  • Debugging
  • Remote Logs
  • Cleaning the release version
  • More about communication between scripts
  • Documenting the code
  • Protecting your game
  • Building for more than one platform
  • Input/output devices
  • Virtual reality in Unity
  • Balancing the game
  • Extending the Unity editor
  • Multiplayer and networking
  • Practice makes perfect
  • Improving the atmosphere of the game
  • Visuals
  • Color schemes
  • Homework
  • Lighting
  • Lights in Unity
  • Homework
  • Environment
  • Homework
  • Special effects
  • Particle systems
  • Post processing
  • Other visual effects
  • Audio
  • Music
  • Sound effects
  • Eliciting emotions
  • Homework
  • Audio in Unity
  • External audio systems
  • Teamwork
  • It is not just about you, it is about working in a team
  • Sharing a common vision
  • Managing expectations
  • Collaboration and communication are key
  • Ways to communicate
  • Version control
  • Make a GDD and stick to it
  • Keeping it tidy with project management tools
  • Slack
  • HacknPlan
  • Drive
  • Dropbox
  • Trello
  • Redbooth
  • GitHub
  • BitBucket
  • Calendar
  • Pinterest
  • Hootsuite
  • Polishing your game
  • Processing the power
  • Checking the build size
  • Texture optimitation
  • Stats and profiling
  • Other optimization tips
  • Playtesting
  • Why are you even playtesting?
  • Exercise
  • Whom do you need to playtest?
  • The solo test run
  • Making it a social occasion
  • Putting it within boundaries
  • Reaching out to family and friends
  • Those who are strangers
  • Those who you want to play your game
  • When
  • Where
  • What
  • A little goes a long way
  • How.
  • Methods of playtesting.