Unity 3D Game Development by Example Beginner's Guide
eBook - ePub

Unity 3D Game Development by Example Beginner's Guide

Ryan Henson Creighton

  1. 384 pagine
  2. English
  3. ePUB (disponibile sull'app)
  4. Disponibile su iOS e Android
eBook - ePub

Unity 3D Game Development by Example Beginner's Guide

Ryan Henson Creighton

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In Detail

Beginner game developers are wonderfully optimistic, passionate, and ambitious. But that ambition is often dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Some of the most popular games in recent memory - Doodle Jump, Paper Toss, and Canabalt, to name a few - have been fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity 3D, starting today.

This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.

This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.

This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games.

Approach

The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions - that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine.

Who this book is for

If you've ever wanted to develop games, but have never felt "smart" enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.

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Informazioni

Anno
2010
ISBN
9781849690546
Edizione
1

Unity 3D Game Development by Example


Table of Contents

Unity 3D Game Development by Example
Credits
About the Author
About the Reviewers
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action - heading
What just happened?
Have a go hero - heading
Reader feedback
Customer support
Errata
Piracy
Questions
1. That's One Fancy Hammer!
Introducing Unity 3D
Unity takes over the world
Browser-based 3D? Welcome to the future
Time for action - install the Unity Web Player
Welcome to Unity 3D!
What can I build with Unity?
FusionFall
Completely hammered
Should we try to build FusionFall?
Another option
Off-Road Velociraptor Safari
Fewer features, more promise
Maybe we should build Off-Road Velociraptor Safari?
I bent my Wooglie
Big Fun Racing
Diceworks
Walk before you can run (or double jump)
There's no such thing as "finished"
Stop! Hammer time
Explore Demo island
The wonders of technology!
The Scene window
The Game window
The Hierarchy
The Project panel
The Inspector
Invade Island Demo as a paratrooper
Layers and layout dropdowns
Playback controls
Scene controls
Don't stop there live a little!
Summary
Big ambition, tiny games
2. Let's Start with the Sky
That little lightbulb
The siren song of 3D
Features versus content
A game with no features
Mechanic versus skin
Trapped in your own skin
That singular piece of joy
One percent inspiration
Motherload
Heads up!
Artillery Live!
Pong
The mechanic that launched a thousand games
Have a go hero - redesign your favorite games
Toy or story
Pop quiz finding that singular piece of joy
Redefining the sky
Summary
Let's begin
3. Game #1: Ticker Taker
Kick up a new Unity project
Where did everything go?
'Tis volley
Keep the dream alive
Slash and burn!
The many faces of keep-up
Creating the ball and the hitter
Time for action - create the ball
What just happened that's all there is to it?
A ball by any other name
Time for action - rename the ball
Origin story
XYZ/RGB
Time for action - move the ball into the "sky"
Time for action - shrink the ball
Time for action - save your Scene
Time for action - add the Paddle
What's a Mesh?
Poly wanna crack your game performance?
Keeping yourself in the dark
Time for action - add a light
Time for action - move and rotate the light
Have a go hero - let there be (additional) light
Extra credit
Are you a luminary?
Who turned out the lights?
Darkness reigns
Time for action - test your game
Let's get physical
Time for action - add physics to your game
Understanding the gravity of the situation
More bounce to the ounce
Time for action - make the ball bouncy
Have a go hero - DIY physic materials
Summary
Following the script
4. Code Comfort
What is code?
Time for action - write your first Unity Script
A leap of faith
Lick it and stick it
Disappear Me!
What just happened?
It's all Greek to me
You'll never go hungry again
With great sandwich comes great responsibility
Examining the code
Time for action - find the Mesh Renderer component
Time for action - make the ball reappear
Ding!
Time for action - journey to the Unity Script Reference
The Renderer class
Have a go hero - pulling the wings off flies
What's another word for "huh"?
It's been fun
Time for action - unstick the Script
Gone, but not forgotten
Why code?
Equip your baby bird
Time for action - create a new MouseFollow Script
What just happened?
A capital idea
Animating with code
Time for action - animate the Paddle
What just happened - what witchcraft is this?
Why didn't the paddle animate before?
Pick a word (almost) any word
Screen Coordinates versus World Coordinates
Move the Paddle
Worst. Game. Ever.
See the matrix
Time for action - animate the Paddle
A tiny bit o' math
Tracking the numbers
Futzing with the numbers
Time for action - log the new number
She's A-Work!
Somebody get me a bucket
Time for action - declare a variable to store the screen midpoint
What just happened we've Gone too Var
Using all three dees
Time for action - follow the Y position of the mouse
A keep-up game for robots
Once more into the breach
Time for action - revisit the Unity Language Reference
Our work here is done
Time for action - add the sample code to your Script
One final tweak
What's a quaternion?
Wait, what's a quaternion?
WHAT THE HECK IS A QUATERNION??
Educated guesses
More on Slerp
Right on target
Have a go hero - time to break stuff
Keep it up
Beyond the game mechanic
5. Game #2: Robot Repair
You'll totally flip
A blank slate
You're making a scene
Time for action - set up two Scenes
No right answer
Time for action - prepare the GUI
The beat of your own drum
Time for action - create and link a custom GUI skin
What just happened?
Time for action - create a button UI control
What just happened?
Have a go hero - no sense sitting around on your button
Want font?
Cover your assets
Time for action - nix the mipmapping
Front and center
Time for action - center the button
What just happened investigating the code
To the game!
Time for action - add both scenes to the build list
Set the stage for robots
Time for action - prepare the game Scene
The game plan
Have some class!
Time for actio...

Indice dei contenuti

Stili delle citazioni per Unity 3D Game Development by Example Beginner's Guide

APA 6 Citation

Creighton, R. H. (2010). Unity 3D Game Development by Example Beginner’s Guide (1st ed.). Packt Publishing. Retrieved from https://www.perlego.com/book/389257/unity-3d-game-development-by-example-beginners-guide-pdf (Original work published 2010)

Chicago Citation

Creighton, Ryan Henson. (2010) 2010. Unity 3D Game Development by Example Beginner’s Guide. 1st ed. Packt Publishing. https://www.perlego.com/book/389257/unity-3d-game-development-by-example-beginners-guide-pdf.

Harvard Citation

Creighton, R. H. (2010) Unity 3D Game Development by Example Beginner’s Guide. 1st edn. Packt Publishing. Available at: https://www.perlego.com/book/389257/unity-3d-game-development-by-example-beginners-guide-pdf (Accessed: 14 October 2022).

MLA 7 Citation

Creighton, Ryan Henson. Unity 3D Game Development by Example Beginner’s Guide. 1st ed. Packt Publishing, 2010. Web. 14 Oct. 2022.