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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
4 (3)
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

4 (3)
By: Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (9 chapters)
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Designing the user interface


Think about when you are reading a book, the text or images are on the center of the page, the page number is located, usually, in a corner, and the pages are numbered consecutively. The whole process is pretty straightforward and hassle free. Players expect the same experience, not only with gameplay, but also with other on-screen elements such as the UI. The design of a UI requires considerations of a number of things. For example, the platform that you are designing for has limitations, such as screen size, and the types of interaction that it can afford (does it use touch or a mouse pointer?). But physiological reactions that the interface might give to the player need to be considered, since he or she will be the final consumer. In fact, another thing to keep in mind is that some people read from right to left in their native languages, and the UI should reflect this as well.

Another thing to keep in mind is that if you are designing for multiple devices...

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