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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
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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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What this book covers

Chapter 1A Flat World in Unity, is an introduction to the 2D world of Unity. You will discover how to set up your project, import assets, and make them ready to use. In particular, we will go through in detail on how to use the Sprite Editor.

Chapter 2, Baking Cupcake Towers, teaches you how to integrate code within your game. We will cover the important and fundamental concepts of Unity and we will see how to script game objects by starting to create the behaviors of our cupcake towers for the tower defense game we are building.

Chapter 3Communicating with the Player – the User Interface, deals with the important task to provide feedback to your players through the use of user interfaces (UIs). You will learn how to design them by discovering the general principles behind them, and learn how to implement any UI within the UI system of Unity.

Chapter 4No Longer Alone – Sweet-Toothed Pandas Strike, introduces us to the terrible sweet-toothed Pandas, who will try to steal the player's cake. You will learn how to bring characters to life by using the powerful animation system of Unity Mechanim, starting from Sprite-sheets.

Chapter 5The Secret Ingredient Is a Dash of Physics, takes you by hand deep down into the secrets of physics and explains them in a clear and easy way. You will grasp the basics of physics, and learn how to use the 2D Physics engine of Unity.

Chapter 6Through a Sea of Sprinkles – Navigation in Artificial Intelligence, is an introduction to the universe of artificial intelligence applied to video games. You will learn the basics principles and how to implement a navigation system in Unity for 2D (or even 3D) games, so that we can make our terrible sweet-toothed Pandas move!

Chapter 7Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming, wraps everything we saw and learned in the previous chapters to conclude the tower defense game. In particular, we will deal with gameplay programming, which is the glue between the different parts of your game.

Chapter 8, What Is beyond the Cake?, explores different aspects of our game and game development in general. You will discover different tips, tricks, and suggestions on how to improve the game we built in this book, along with improving your own skills to become a better game developer. Then, the chapter will give you an understanding of parts of the game development pipeline, which are not strictly tied to the development of the game itself. Thus, you will dive into different topics ranging from playtesting, optimizations, team management and work, documentation, getting ready to publish your game, marketing, social media, game protections, to even localization.

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