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Unity 2022 by Example

Unity 2022 by Example

By : Scott H. Cameron
4.9 (8)
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Unity 2022 by Example

Unity 2022 by Example

4.9 (8)
By: Scott H. Cameron

Overview of this book

Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You’ll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want it, while maintaining a good code foundation to build upon. Once you get to grips with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game, followed by a 3D first person shooter game. Next, you’ll explore advanced topics, such as using machine learning to create AI-based enemy behavior, virtual reality for extending the first-person game, and augmented reality for developing a farming simulation game in a real-world setting. The book will help you gain hands-on knowledge of these topics as you build projects using the latest game tool kits. You'll also learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you’ll gain real-world knowledge and experience by taking your games from conceptual design to completion. By the end of this Unity book, you’ll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games.
Table of Contents (23 chapters)
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1
Part 1: Introduction to Unity
3
Part 2: 2D Game Design
6
Part 3: 2D Game Design Continued
13
Part 4: 3D Game Design
17
Part 5: Enhancing and Finishing Games

Designing a boss room

Designing a boss room encounter is a critical part of game creation that combines aspects of narrative, mechanical, and environmental considerations to create an engaging and challenging experience for players.

There are several key areas to consider when designing a boss room encounter, and we’ll take a shallow dive into a few:

  • Narrative element: The encounter should feel like a natural progression or even the story’s climax.
  • Boss mechanics: The player’s battle with the boss element should stand out as a unique experience, separate from the player mechanics mainly being used, requiring players to adapt a strategy to overcome attack patterns and other behaviors.
  • Environment design: The layout of the boss room itself should complement the narrative and mechanics being implemented. This is a special consideration for MR because we’ll use the player’s own room (i.e., their physical space) to construct the gameplay...

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