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Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: 2D Twin-stick Shooter
Project overview
Your objectives
Prerequisites
Setting up the project
Creating our scene
Scripting 101
Implementing player movement
Shooting behavior
Creating enemies
Adding GameController to spawn enemy waves
Particle systems for enemy explosion
Adding in sound effects/music
Adding in points, score, and wave numbers
Publishing the game
Summary
Challenges
Chapter 2: Creating GUIs
Project overview
Your objectives
Prerequisites
Project setup
The anatomy of a GUI control
ControlType
Position
Content
GUI.Button
GUI.Label
Customizing the GUI
Pausing the game
GUILayout
Restarting the game
More on the GUILayout class
Creating an Options menu
Summary
Challenges
Chapter 3: Side-scrolling Platformer
Project overview
Your objectives
Prerequisites
Setting up the project
Tile-based level creation
Working with arrays
Creating our player
Creating collectibles
Keeping score
Singletons
Winning the game
Summary
Challenges
Chapter 4: First Person Shooter Part 1 – Creating Exterior Environments
Project overview
Your objectives
Prerequisites
The project setup
Level design 101 – planning
Exterior environment – terrain
Beautifying the environment – adding water, trees, and grass
Creating our player
Building the atmosphere
Creating a flashlight
Walking / flashlight bobbing animation
Summary
Challenges
Chapter 5: First Person Shooter Part 2 – Creating Interior Environments
Project overview
Your objectives
Project setup
Creating architecture overview
3D modeling software
Constructing geometry with brushes
Modular tilesets
Importing assets
Creating tiles
Placing tiles with grid snapping
Creating and placing props
Lightmapping quickstart
Summary
Challenges
Chapter 6: First Person Shooter Part 3 – Implementing Gameplay and AI
Project overview
Your objectives
Setting up the project
Creating the shooting behavior
Creating an enemy
State machines 101
Enemy movement
Advanced FSMs
Damaging and killing enemies
Using controller input
Moving to other levels
Summary
Challenges
Chapter 7: Creating Save Files in Unity
Project overview
Your objectives
Saving a high score
The PlayerPrefs class
The Set functions
The Get functions
Level editor – introduction
Lists
Level editor – adding/removing walls at runtime
Level editor – toggling editor, GUI, and selecting additional tiles
Level editor – saving/loading levels to file
FileStreams
BinaryFormatter
Summary
Challenges
Chapter 8: Finishing Touches
Project overview
Your objectives
Setting up the build settings
Customizing your exported project via the player settings
Building an installer for Windows
Summary
Challenges
Chapter 9: Creating GUIs Part 2 – Unity's New GUI System
Project overview
Your objectives
Project setup
Creating health bars
Adding in text
Working with buttons and anchors
Summary
Additional resources
Challenges
Index
www.it-ebooks.info
Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games John P. Doran BIRMINGHAM - MUMBAI
Unity Game Development Blueprints Copyright © 2014 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. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: November 2014 Production reference: 1041114 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-78355-365-5 www.packtpub.com www.it-ebooks.info
Credits Project Coordinator Kranti Berde Proofreaders Simran Bhogal Lucy Rowland Jonathan Todd Indexers Hemangini Bari Tejal Soni Production Coordinator Aparna Bhagat Cover Work Aparna Bhagat Author John P. Doran Reviewers James King Gary Riches Adam Single Jacquelyn Soh Kerrie Woollhouse Commissioning Editor Akram Hussain Acquisition Editor Harsha Bharwani Content Development Editor Ruchita Bhansali Technical Editors Shiny Poojary Sebastian Rodrigues Copy Editors Roshni Banerjee Sarang Chari Adithi Shetty www.it-ebooks.info
About the Author John P. Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams with members ranging from just himself to over 70, in student, mod, and professional projects. He previously worked at LucasArts on Star Wars: 1313 as a game design intern; the only junior designer on a team of seniors. He was also the lead instructor of DigiPen-Ubisoft Campus Game Programming Program, instructing graduate-level students in an intensive, advanced-level game programming curriculum. John is currently a technical designer in DigiPen's Research and Development department. In addition to that, he also tutors and assists students on various subjects while giving lectures on game development, including C++, Unreal, Flash, Unity, and more. In addition to this title, he has authored Getting Started with UDK and Mastering UDK Game Development, and co-authored UDK iOS Game Development Beginner's Guide; he is also the author of the UDK Game Development video—all available from Packt Publishing. I want to thank my brother, Chris, and my wife, Hannah, for being supportive and patient with me as I spent my free time and weekends away from them to work on this book. On that same note, as always, I also want to thank Samir Abou Samra and Elie Hosry for their support and encouragement while working on this book as well as the rest of the DigiPen Singapore staff. Last but not least, I'd love to thank my family as well as my parents, Joseph and Sandra, who took me seriously when I told them I wanted to make games. www.it-ebooks.info
About the Reviewers Gary Riches is a senior software engineer and long-standing member of the iOS developer community. He has a keen interest in emerging technologies and is currently exploring what's possible with virtual reality. Having worked as a software engineer for 16 years, he has had the opportunity to present his work worldwide at technology events, such as CES, Electronica, and Apps World. He is the author of Ouya Unity Game Development, Packt Publishing and co-author of You can make an APP, Future Publishing. When not building apps for clients, he also creates games and educational experiences for his own company, Bouncing Ball Games. The titles so far include Aztec Antics, Amazed, and Nursery Rhymes: Volumes 1, 2, and 3. Adam Single is a husband, father, professional developer, indie developer, lover of music, and gamer. He's the coder for 7bit Hero; a programmer on the tech team at Real Serious Games in Brisbane, Australia; cofounder, programmer, and codesigner at Sly Budgie; and co-organizer of the Game Technology Brisbane meetup. Since entering the professional game development industry in 2011, Adam has worked on numerous mobile games, including the Android hit Photon and a pre-installed game for specific Disney Japan handsets. He's been the programmer on a team that created a huge, interactive display at Queensland University of Technology's amazing multitouch screen installation, The Cube, as a part of Australia's first Digital Writing Residency and worked on a team at Real Serious Games creating large-scale, interactive simulations for the mining and construction industries. All of this has been done using the Unity game engine. www.it-ebooks.info
Adam has a passion for the unique and engaging possibilities inherent in modern technology. When he's not working on exciting new game mechanics for Sly Budgie, he's experimenting with "homemade VR" using mobile phone technology and pushing the exciting ideas behind 7bit Hero's live music/multiplayer game interaction down whichever fascinating path it may lead. Jacquelyn Soh is a game developer who has been creating games for over 7 years. She is proficient in multiple aspects of game development, including programming, game designing, producing, and even art development. She is skilled in multiple languages and engines, including C, C++, C#, JavaScript, ActionScript, Python, HTML, CSS, Unity, Scirra Construct, Microsoft XNA, and several others. Jacquelyn began her programming career in Flash, working on an online virtual world. Unsatisfied with her knowledge, she joined DigiPen Institute of Technology and graduated with a Bachelor's degree in Computer Science and Game Design with a Mathematics Minor. Jacquelyn has since worked on a variety of games including virtual worlds, indie games, serious games, and various professional projects. Some game titles she has worked on include Tiny Dice Dungeon, Wiglington and Wenks, and Lord of the Guardians. She is currently working as a software engineer and an indie developer. She can be found online at www.jacquelynsoh.com and can be contacted at jacquelyn.soh@gmail.com. Kerrie Woollhouse is a very creative and artistic individual with 7 years of experience in game development, web development, art, and photography. She has also recently enjoyed being a technical reviewer for Packt Publishing Unity books, including Learning Unity 2D Game Development by Example. Kerrie continues to follow her passions with the highest ambitions and looks forward to expanding on current and future projects. I would like to say a special thank you to my wife for all her love and continuous support. www.it-ebooks.info
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