Book description
A seat-of-your-pants manual for building fun, groovy little games quickly
- Build fun games using the free Unity 3D game engine even if you've never coded before
- Learn how to "skin" projects to make totally different games from the same file – more games, less effort!
- Deploy your games to the Internet so that your friends and family can play them
- Packed with ideas, inspiration, and advice for your own game design and development
- Stay engaged with fresh, fun writing that keeps you awake as you learn
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.
Table of contents
-
Unity 3D Game Development by Example
- Table of Contents
- Unity 3D Game Development by Example
- Credits
- About the Author
- About the Reviewers
- Preface
-
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?
- Completely hammered
- Should we try to build FusionFall?
- Another option
- I bent my Wooglie
- Walk before you can run (or double jump)
- There's no such thing as "finished"
- Stop! Hammer time
- The wonders of technology!
- The Scene window
- Don't stop there live a little!
- Summary
-
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
- Toy or story
- Redefining the sky
- Summary
-
3. Game #1: Ticker Taker
- Kick up a new Unity project
- '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
- A ball by any other name
- Time for action - rename the ball
- Origin story
- 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
- Keeping yourself in the dark
- Time for action - add a light
- Time for action - move and rotate the light
- Are you a luminary?
- 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
- Summary
-
4. Code Comfort
- What is code?
- Time for action - write your first Unity Script
- A leap of faith
- Lick it and stick it
- 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
- 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
- A capital idea
- Animating with code
- Time for action - animate the Paddle
- 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
- 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
- Educated guesses
- Right on target
- Keep it up
-
5. Game #2: Robot Repair
- You'll totally flip
- Time for action - set up two Scenes
- Time for action - prepare the GUI
- Time for action - create and link a custom GUI skin
- Time for action - create a button UI control
- Time for action - nix the mipmapping
- Time for action - center the button
- Time for action - add both scenes to the build list
- Time for action - prepare the game Scene
- Time for action - store the essentials
- Time for action - create an area to store the grid
-
6. Game #2: Robot Repair Part 2
- From zero to game in one chapter
- Time for action - center the game grid vertically
- Time for action - center the game grid horizontally
- Down to the nitty griddy
- Time for action - prepare to build the deck
- Time for action - build the deck
- Time for action - modify the img argument
- Time for action - make the cards two-sided
- Time for action - build the card-flipping function
- Time for action - build the card-flipping function
- Time for action - ID the cards
- Time for action - compare the IDs
- Time for action - check for victory
-
7. Don't Be a Clock Blocker
- Apply pressure
- Time for action - prepare the clock script
- Time for more action prepare the clock text
- Still time for action change the clock text color
- Time for action - rides again create a font texture and material
- Time for action - what's with the tiny font?
- Time for action - prepare the clock code
- Time for action - create the countdown logic
- Time for action - display the time on-screen
- Time for action - grab the picture clock graphics
- Time for action - flex those GUI muscles
- Time for action - rig up the textures
- Time for action - write the pie chart Script
- Time for action - commence operation pie clock
- Time for action - positioning and scaling the clock
- Unfinished business
-
8. Ticker Taker
- Welcome to Snoozeville
- Time for action - explore the models
- Time for action - hands up!
- Time for action - change the FBX import scale settings
- Time for action - make the Mesh Colliders convex
- Time for action - make the Hands and Tray follow the Mouse
- Time for action - get your heart on
- Time for action - ditch the Ball and Paddle
- Time for action - material witness
- This Just In: This Game Blows
- Time for action - multiple erections
- Time for action - create a font texture
- Time for action - create the HeartBounce Script
- Time for action - tag the tray
- Time for action - tweak the bounce
- Time for action - keeping track of the bounces
- Time for action - add the lose condition
- Time for action - add the Play Again button
-
9. Game #3: The Break-Up
- Time for action - bombs away!
- Time for action - poke those particles
- Time for action - create a Spark Material
- Time for action - prefabulous
- Time for action - lights, camera, apartment
- Time for action - add the character
- Time for action - register the animations
- Time for action - script the character
- Time for action - open the Pod Bay Door, Hal
- Time for action - collision-enable the Character
- Time for action - re-Prefab the Prefab
- Time for action - apocalypse now?
- Time for action - go boom
- Time for action - the point of impact
- Time for action - hook up the explosion
- Summary
-
10. Game #3: The Break-Up Part 2
- Time for action - amass some glass
- Time for action - create a Particle System
- Time for action - make it edgier!
- Time for action - contain the explosion
- Time for action - let's get lazy
- Very variable?
- Terminal velocity is a myth bombs fall faster
- Time for action - tag the objects
- Time for action - write the collision detection code
- Time for action - animation interrupts
- Time for action - add facial explosions
- Time for action - make some noise
- Time for action - add sounds to the FallingObjectScript
- What's the catch?
- Time for action - mix it up a bit
- Summary
-
11. Game #4: Shoot the Moon
- Time for action - duplicate your game project
- Time for action - space this sucker up a bit
- Time for action - enter the hero
- Time for action - it's a hit!
- Time for action - bring on the bad guys
- Time for action - do some housekeeping
- Time for action - fixing the fall
- Time for action - tweak the hero
- Time for action - give up the func
- Time for action - itchy trigger finger
- Time for action - futurize the bullet
- Time for action - building Halo
- Time for action - fire!
- Time for action - Code Do-Si-Do
- Time for action - the maaagic of aaaarguments
- Time for action - add the most important part of any spaceshooter
- Summary
- More hospitality
-
12. Action!
- Open heart surgery
- Time for action - haul in the hallway
- Time for action - meet me at camera two
- Time for action - adjust the Main Camera
- Time for action - deck the halls
- Time for action - turn on the lights
- Time for action - set up the camera rig
- Time for action - animate the bouncer
- Time for action - I like to move it move it
- Time for action - animate the runner
- Time for action - how to "handle" Nurse Slipperfoot
- Time for action - you spin me right round
- Time for action - deploy your game
- A. References
- Index
Product information
- Title: Unity 3D Game Development by Example
- Author(s):
- Release date: September 2010
- Publisher(s): Packt Publishing
- ISBN: 9781849690546
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