Developing 2D Games with Unity: Independent Game Programming with C#


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Description

Chapter 1. Gaming Past and Present

Chapter 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. Foundations

Chapter 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 Building

Chapter 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

● &nbs

Author: Jared Halpern
Publisher: Apress
Published: 11/29/2018
Pages: 383
Binding Type: Paperback
Weight: 1.25lbs
Size: 9.21h x 6.14w x 0.84d
ISBN13: 9781484237717
ISBN10: 1484237714
BISAC Categories:
- Computers | Programming | Games
- Computers | Programming | Macintosh
- Computers | Programming | Mobile Devices

About the Author

Jared 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.