Gamification with Unity 5.x build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book Achieve your goals in a fun-filled way by creating gamification projects from scratch Leverage the Unity 5.X toolkit to create stunning and appealing projects Make your transition towards a pro pro...

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Detalles Bibliográficos
Otros Autores: Ferro, Lauren S., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England ; Mumbai, [India] : Packt Publishing 2016.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630301806719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • About the Reviewer
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: The Anatomy of Games
  • Not just pixels and programming
  • Finding your preferred type
  • Playing to learn
  • Minecraft
  • Kerbal Space Program
  • Sid Meier's Civilization
  • Stop kidding around, be serious!
  • America's Army
  • Foldit
  • Moonbase Alpha
  • Keeping it real with simulations
  • Virtual Heroes
  • SimCity
  • From Dust
  • Gamify all things with gamification
  • Language learning with DuoLingo
  • Game elements and mechanics
  • Becoming a better human with Habitica (HabitRPG)
  • Game elements and mechanics
  • Shop till you drop with AliExpress (mobile application)
  • Game elements and mechanics
  • What is game design?
  • Conjuring the elements
  • Getting elemental
  • Getting mechanical
  • Difference between gameplay and game mechanics
  • Competency and complacency
  • where do we draw the line?
  • Examples of feedback and reinforcement
  • The internal flame for doing…anything
  • Read this and you'll get candies
  • A little bit of conditioning to control user behavior
  • Classical conditioning
  • Operant conditioning
  • Avoid spoiling the player
  • Summary
  • Chapter 2: Who or What Am I? Understanding the Player
  • The players - who are they and where do they come from?
  • Getting contextual
  • Who is our application targeting?
  • The user
  • The amount of dedication
  • Defining the role of your player
  • Deciding on what you want your users to achieve
  • Getting the player to achieve it
  • Engaging the player
  • Getting loopy about engagement
  • Engagement loops
  • Progression loops
  • Creating a user profile system in Unity
  • Setting up the Unity project
  • Getting personal with some profile information
  • Showing off that beautiful smile
  • Summary
  • Chapter 3: An Engaged Player is a Happy Player.
  • Keeping 'em engaged
  • How am I doing?
  • Keeping it visual
  • What's that noise?
  • Someone call a doctor!
  • Circular health bar
  • Lives counter
  • On point!
  • You've come this far, keep going
  • Making progress
  • Showing off how awesome you are
  • Badges, badges, badges
  • Achievement unlocked!
  • Implementing an achievement system
  • Example of usage
  • Taking in the view with dashboards
  • There is no I in team
  • Adding an element of fun to agile frameworks
  • Summary
  • Chapter 4: Organized Chaos - Getting Ideas Out of Your Head and on to Paper
  • Brainstorming - getting it all out on the table
  • Tools and methods for getting ideas out and organizing thoughts
  • Start pinning with Pinterest
  • Starting with a fresh slate
  • Never forget with Evernote
  • Brainstorming activities
  • Spinning the wheel of randomness
  • Getting in and among it
  • Game on with Gamicards
  • The great exchange
  • Getting moody with mood boards
  • Creating the ideal ideation sessions
  • Implementing a brainstorming tool in Unity to shuffle ideas
  • Making a new friend with editor scripts
  • Creating an editor script
  • Opening a new editor window
  • Drawing something inside our editor window
  • Adding a scrollable text area
  • Inserting a button and implementing the shuffle function
  • Showing the extracted idea
  • Testing our brainstorming tool
  • Summary
  • Chapter 5: Sculpting the Conceptual Beast
  • Creating a Game Design Document
  • Google Drive
  • Word (and Microsoft Office)
  • InDesign
  • Creating a prototype - what you'll need
  • Gathering your humans
  • Having a plan!
  • Setting a date
  • Scoping it out
  • Keeping it short and to the point
  • What's your poison?
  • Getting your jam on!
  • Failing is an option
  • Touching base
  • Methods of prototyping
  • Paper prototyping
  • Rapid prototyping
  • Tools for prototyping in Unity
  • Placeholder sprites.
  • Composing figures
  • Arrow
  • Star
  • Assets mock-up
  • Substituting the temporary assets
  • Using labels
  • Gizmos
  • Getting basic core concepts into Unity
  • Quick navigation
  • Revisiting the prototype
  • Testing with the closest people
  • Testing with external people
  • How to test
  • Revisiting your prototype and iterating
  • Summary
  • Chapter 6: Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
  • Designing the application
  • Creating the game elements
  • Adobe Illustrator
  • Vector graphics
  • An introduction to Illustrator
  • Creating badges in Illustrator
  • Getting all rounded
  • Using the Shape tool
  • Using the effect
  • Showing the best of you with badges
  • Aiming above the bar
  • Putting it all together with sprite sheets
  • Importing and setting our assets in Unity
  • Importing assets
  • Import Settings
  • The Sprite Editor
  • Testing our settings
  • Testing the packing tag
  • Testing the dimensions of the sprites
  • Summary
  • Chapter 7: Get Your Motor Running
  • Designing our application
  • Getting started
  • Creating the application interface
  • The lateral menu
  • The interface
  • Opening and closing the menu
  • Adding items to the menu
  • The Home page
  • The Tasks page
  • Navigating through the different screens
  • Defining tasks
  • Object-oriented
  • The Task class
  • Dealing with tasks
  • A prefab as Task panel
  • The Task manager
  • Allowing the user to create new Tasks
  • Create Task button
  • Delete task button
  • Adding the icon
  • Inserting the title
  • Inserting the Due date
  • Selecting the Task priority
  • Setting up the Tasks page
  • Summary
  • Chapter 8: Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
  • Playtesting
  • Methods of playtesting
  • Going solo
  • Group testing
  • Open or controlled
  • Getting the info - have a plan!.
  • Recruiting the chosen ones!
  • People you know
  • People you don't know
  • The people who you are targeting
  • Setting up the play-date for playtesting
  • A little goes a long way
  • Getting everyone on the same page
  • Play time!
  • Methods of playtesting - game time!
  • Observing how testers are playing
  • Asking the right questions
  • During the playtest
  • After the game
  • Asking them to explain the game to you
  • Keeping it balanced with rules
  • Interacting and the interface
  • Post-mortem - evaluating the playtest
  • Reflecting at the end of it all
  • Iteration
  • The iteration cycle
  • When to stop?
  • Data persistence in our application
  • PlayerPrefs in Unity
  • The Set function
  • The Get function
  • Erasing an entry
  • Erasing all the data
  • Saving local data in a custom file
  • Using a database
  • Connecting our application to a database
  • Why are databases important for playtesting?
  • Services for databases
  • Playfab in Unity
  • Downloading the SDK from the website
  • Importing and setting the SDK in Unity for databases
  • Creating a login system for your users
  • Exchanging data
  • Summary
  • Chapter 9: Graduating Your Project to Completion
  • Finishing the application
  • Optimizing the project for a mobile platform
  • Processing the power
  • For 2D games
  • For 3D games
  • Other considerations
  • Test, test, and test again
  • Don't have access to many devices? Not a problem
  • Getting it ready to publish
  • Don't be modest, promote your game!
  • Sharing is caring
  • Facebook
  • Twitter
  • LinkedIn
  • Instagram
  • Snapchat and Vine
  • YouTube
  • Blogs and websites
  • Documenting the process
  • Describing updates
  • MailChimp
  • Paying attention to statistics
  • Engaging with your audience
  • Rewarding engagement
  • It's a hoot! Managing social networks
  • Remembering time zones
  • Tag! You're it
  • Getting commercial.
  • Terms, conditions, policies, and agreements
  • The publishing checklist
  • Now it's time to press the Build button
  • Where do I begin?
  • Short-term
  • Long-term
  • Towards new horizons
  • Summary
  • Chapter 10: Being the Best That You Can Be!
  • Getting your game on without overdoing it
  • Understand what gamification is and what it is not
  • Kids see through chocolate covered broccoli, and so do adults
  • Using gamification in moderation
  • Getting tangential
  • Be prepared to fail
  • Test it!
  • The iterative cycle
  • Backup…everywhere
  • Teamwork…play nice
  • New and future directions
  • Uses within education
  • Homework management
  • Who wants to be a knowledge-aire?
  • Hide and seek
  • The ultimate race
  • Uses within business
  • Uses within personal life
  • Improving your skills once you have finished this book
  • Become a researcher
  • Make design a daily habit
  • Redesigning your favorite games as board games
  • Never. Stop. Learning
  • Play to win and play to explore
  • Read game guides
  • Participate, compete, and get together
  • Summary
  • Index.