Description
Book Synopsis
Chapter 1. Gaming Past and Present.- Chapter 2. Introduction to Unity.- Chapter 3. Foundations.- Chapter 4. World Building .- Chapter 5. Building Out the Gameplay.- Chapter 6. Beyond the Basics.- Chapter 7. Polish, Polish, Polish .- Chapter 8. Where to go next.
Table of ContentsChapter 1. Gaming Past and Present
Chapter Goal: Draw upon the current renaissance in independent games to inspire readers to leverage their own experiences and fresh perspectives to build innovative independent games.
● Games Historically
● Games Today
● Independent Games
● Game Engines - What are they and why do they matter?
Chapter 2, Introduction to Unity
Chapter Goal: Introduce the user to the Unity Development Environment. Explain how to navigate the interface, Views, and Scenes, and configure Layouts for ease of development.
● Install and Configure Unity
● Navigating the Unity Interface
● Understanding the Different Views
● Configure and Customize the Layout
● The Transform Toolset
● Unity Documentation
Chapter 3. Foundations
Chapter Goal: Walk the reader through C# syntax, naming conventions, and data types. Teach the reader about Unity-specific concepts like Game Objects, Components, and Scripts. We’ll also be talking about some of the more common architectural design patterns and describe why they are used in the context of building our sample game.
● C# Walkthrough
● Entity-Component Architecture
● Game Objects: Our Container Entities
● Components: Building Blocks
● Scripts: Logic for Components
● Introducing: Prefabs
● Inheritance and OOP
● Unity Object Lifecycle
● Logging Output
● Debugging
Chapter 4, World Building
Chapter Goal: Leverage pre-existing and new features of the Unity 2D development toolset to efficiently build out animations, backgrounds, and levels.
● Importing 2D Assets
● Working with Sprite Atlases
● Animating our Sprites
● 2D Tilemapping
● 9-Slicing Tiles
● Scriptable Tiles
● Scriptable Brushes
Chapter 5, Building Out the Gameplay
Chapter Goal: This chapter will focus on tying the content from the previous two chapters together to make a playable game. We will utilize more design patterns, implement collision detection, and talk about best-practices when handling user-input in a generic fashion.
● Handling User Input
● Collision Detection
● The Delegate Pattern
● Object Managers
● Physics in Unity
Chapter 6, Beyond the Basics
Chapter Goal: Discuss and implement various features common across all games, such as scene management, saving data, and UI. Build mechanisms to link together the various states of the game. Demonstrate how to extend the Unity Editor to build tools that increase developer efficiency.
● Scene and Level Management
● Managing Game State
● Building the Game Manager
● Object Pooling
● Coroutines
● Extending the Unity Editor
● Saving Data
Chapter 7, Polish, Polish, Polish
Chapter Goal: Add the finishing touches such as audio, custom fonts, buttons, and menus. Touch upon topics such as shaders and performance profiling, as well as analytics so we can see how users play our game.
● Adding Sound and Music
● Using Custom Fonts
● Custom Buttons
● Menus
● Splash Screens
● Particle Effects
● Unity Analytics
● Shaders
● Performance Profiling
Chapter 8, Where to go next
Chapter Goal: Discuss various next steps the reader can take to further their Unity knowledge, build better games, and get more involved with the Unity community.
● Asset Store
● Community: Online and Offline
● Game Jams
● Online Resources