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Building an RPG with Unity 2018

Building an RPG with Unity 2018

By : Vahé Karamian
3.8 (9)
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Building an RPG with Unity 2018

Building an RPG with Unity 2018

3.8 (9)
By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
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Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Summary


In this chapter, we have expanded on our idea and looked at how to integrate all of the major pieces together. The main objective of the chapter was to create a heads-up display (HUD) for our game.

We started out with a design concept that was of interest to us, and created a layout for our HUD before the actual implementation. Once we concluded how the HUD should look, we started building the framework for it. We designed the three main sections of the HUD and referred to them as the following: PanelCharacterInfo, PanelActiveItems, and PanelSpecialItems.

Next, we started to build the UI elements and the code necessary to make the panels work with our code. We started with PanelCharacterInfo, which represented the stats for our character player, that is, a reference to the player's avatar, a reference to the health, and a reference to the strength of the character. In the process, we had to create or update several of the scripts to work with the new UI.

Next, we designed and developed...

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