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Vahé Karamian - Building an RPG with Unity 2018 - Second Edition

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Vahé Karamian Building an RPG with Unity 2018 - Second Edition
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Building an RPG with Unity 2018 - Second Edition: summary, description and annotation

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In a role-playing game (RPG), users control a character, usually in the games imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs.
Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game.
To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games.
By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.

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Building an RPG with
Unity 2018
Second Edition
Leverage the power of Unity 2018 to build elements of
an RPG.
Vah Karamian

BIRMINGHAM - MUMBAI Building an RPG with Unity 2018Second Edition Copyright - photo 1

BIRMINGHAM - MUMBAI
Building an RPG with Unity 2018Second Edition

Copyright 2018 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 or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.

Commissioning Editor: Kunal Chaudhari
Acquisition Editor: Noyonika Das
Content Development Editor: Francis Carneiro
Technical Editor: Ralph Rosario
Copy Editor: Safis Editing
Project Coordinator: Devanshi Doshi
Proofreader: Safis Editing
Indexer: Mariammal Chettiyar
Graphics: Jason Monteiro
Production Coordinator: Aparna Bhagat

First published: March 2016
Second edition: July 2018

Production reference: 1270718

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78862-346-9

www.packtpub.com

To my wife Armineh for being my loving partner throughout our joint life-journey.
To my son and daughter, Maximilian and Makayla.
Vah Karamian
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Contributors
About the author

Vah Karamian is a software consultant and author based in Los Angeles, CA. He is the founder of Noorcon Inc., a software consulting firm in Burbank, CA, providing services in the field of augmented reality and virtual reality used in the entertainment, architecture, medical, and manufacturing industries. He has lectured in state and private universities on topics including Introduction to Computer Science, Data Structures and Algorithms, Operating Systems, and Game Design and Development.

I would like to acknowledge my wife, Armineh, and our two beautiful children, Maximilian and Makayla, for their support through the long nights in the preparation of this book. Thank you and love you.
About the reviewers

Adam Larson started programming professionally in 2005. He has shipped 14 console games, 2 PC titles, and 8 mobile games. In 2012, he founded a company that focused on using Unity for business applications. He spent the following 5 years building a million dollar agency that built high-end software. Recently, he moved to another start-up that focuses on revolutionizing the banking industry. When he isn't doing something with technology, you will find him spending time with his wife and three kids.

Francesco Sapio has a master's of science in engineering in AI and Robotics, scoring summa cum laude. Now, he is a PhD researcher. He is a Unity and Unreal expert. Among his many projects, he developed Gea2 (Sapienza), Sticker Book (Dataware Games), and consulted for Prosperity Italy 1434, Mi Rasna (Entertainment Game Apps, Inc), and Projekt I.D (RMIT). He is an active writer on game development, authoring Getting Started with Unity 5.x 2D Game Development, Unity UI Cookbook, and many others. Finally, Francesco loves math, philosophy, logic, and puzzle solving, but mostly loves creating video games.

I'm deeply thankful to my family for their enthusiasm and support throughout my life; they have always encouraged me to do better with the Latin expressions "Ad maiora" and "Per aspera ad astra". Finally, a huge thanks to all the special people around me whom I love, in particular to my sweetheart; Im grateful for all your help in everything.

Michael Miles is a manufacturing engineer working in the aerospace industry by day and a Unity game designer, C#, JavaScript, and Python developer at all other times. With these skills and upon discovering Unity3D and Blender, Michael began creating interactive training and production-ready instruction tools for the assembly of the aircraft his company builds.

When not in front of a computer screen, he likes to play games with family and friends or immerse himself in books from fantasy to theoretical physics.

Thanks to my parents for always being there, supporting every decision I made, however unwise you thought it was at the time.
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Table of Contents
Preface

Everyone wants to make a gametoday, this is possible more than ever due to the democratization of the game industry and the tools that are used to design and develop games. This book is written with several purposes in mind. During the process of writing this book, Unity went through several major updates and releases. At the time of writing, Unity stands at version 2018.1.1f1, and the new release has added many great features to the game engine. Simply put, it is impossible to cover everything in one single book!

This book is intended as a reference guide for individuals who want to learn about Unity and apply their skills for the creation of a

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