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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England ; Mumbai, [India] :
Packt Publishing
2016.
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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
- 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.