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Augmented Reality Game Development
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Augmented Reality Game Development
Copyright Š 2017 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
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First published: January 2017
Production reference: 1160117
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78712-288-8
www.packtpub.com
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Micheal Lanham is a solutions architect with petroWEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building desktop and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since.
To the people I think about every day. My everything, Rhonda and children: Colton, Breann, Mikayla, and Charliegh.
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Derek Lam is a game designer and Unity Certified Developer who has experience in game design on iOS and Android for over 5 years. In addition, he has a lot of experience in developing augmented reality as well as virtual reality applications. He's currently working in a construction company, producing AR and VR interactive applications, mostly for internal usage.
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At the beginning of 2016, most of the world had very little knowledge of augmented reality and location-based games. That, of course, all changed with the release of Pokemon Go later that year. Literally overnight, the genre became entrenched as an upcoming trend in game development. Chances are you have played Pokemon Go and the reason you are reading this book is because of your interest in the genre of AR and location-based games.
In this book we will explore in detail the aspects of creating a location-based AR game just like Pokemon Go. Location-based AR games are expensive and require multiple services for everything from mapping to spawning monsters. However, the game we develop will be done with zero budget using freely available services. While this may not be something you could release commercially, due to some licensing restrictions, it will certainly introduce you to most of the concepts. Along the way, you will also learn how to use a great tool, Unity, and introduce many other concepts in game development.
Chapter 1, Getting Started, introduces the concepts that make up the genre of location-based AR games and our fictional game, Foody Go. This will be followed by a walk-through of downloading all the required software and setting up your mobile development environment with Unity.
Chapter 2, Mapping the Player's Location, starts by introducing the fundamental concepts of GIS, GPS, and mapping. Then shows how those concepts are applied to generating a real-time map and plotting the playerâs location in a game.
Chapter 3, Making the Avatar, builds on the previous chapter and transforms our simple location marker into a moving animated character. This allows the player to see their avatar move around the map as they move carrying their mobile device.
Chapter 4, Spawning the Catch, explains that the premise of Foody Go is about catching experimental monsters. In this chapters, we learn how to spawn the monsters around the player on the map.
Chapter 5, Catching the Prey in AR, ups t...