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Jared Halpern - 2018

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Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, youll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game.While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unitys ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unitys updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game youve always dreamed about. Developing 2D Games with Unity can show you the way.What Youll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn. Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs. Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktopWho This Book Is ForHobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

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Contents
Landmarks
Jared Halpern Developing 2D Games with Unity Independent Game Programming - photo 1
Jared Halpern
Developing 2D Games with Unity Independent Game Programming with C#
Jared Halpern New York NY USA Any source code or other supplementary - photo 2
Jared Halpern
New York, NY, USA

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-3771-7 . For more detailed information, please visit http://www.apress.com/source-code .

ISBN 978-1-4842-3771-7 e-ISBN 978-1-4842-3772-4
https://doi.org/10.1007/978-1-4842-3772-4
Library of Congress Control Number: 2018963589
Jared Halpern 2019
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.
Preface

My video game history started in the public library when I discovered a series of beat-up, paperback books with titles resembling, How to Write Your Own Computer Games in BASIC. By copying code from the book into an editor, I was able to create rudimentary adventure games. In college, I used C++ and Direct-X to create a Bejeweled clone with a Star Trek theme. As an iOS Developer, I eventually worked on a virtual-pet game using Apples SceneKit and SpriteKit frameworks. When I discovered the Unity game engine, everything I had been attempting to do just came together. Instead of spending half a week writing the code to parse and slice sprites, Unity allowed me to drag and drop a spritesheet, click a button, then get on with development. I could finally focus on making games , instead of spending the majority of my time writing code.

Its possible to create video gamesgreat video games, without Unity or any game engine. But it will take much, much longer than it needs to. Youll spend time and effort solving problems that arent necessary to solve any more. It may take years to finish. Because life will also be happening during those years, its possible, and in fact likely, that youll never finish the game. Speaking from experienceI rarely finished any of the game projects that I started before I was introduced to Unity.

Teddy Roosevelt once was quoted in his autobiography, Do what you can, with what youve got, where you are. I subscribe to that mindset, and I also believe that hard work alone wont always help you accomplish your goals. Success in life can often be about leverage: leveraging whatever resources you have, where ever you are, for maximum impact. The trick for making the most of your time is to find multipliers: things that allow you to produce a multiple of what youd otherwise be capable of producing. Unity is one such multiplier. Unity allows you to take whatever time you havenights, weekends, a 30-minute lunch break, and maximize the usage of that time toward making games. By using Unity to get the most out of your time, youre more likely to actually finish your game.

When I set out to write this book, I wanted to write the type of book Id want to read if I were learning Unity for the first time. Hopefully I succeeded. In the following pages, youll learn the fundamental skills required to create your own video games in Unity, and perhaps leave your own mark on the future of gaming. Lets get started.

About This Book
Who Is This Book For?

This book was written for programmers interested in making video games with Unity. Its not recommended that you learn to program for the first time while reading this book.

The programming language used in this text is C#. Although this text does not include a C# tutorial, the C# language is syntactically similar to many other popular programming languages. If youre already familiar with a language such as Java, then the syntax of C# will come naturally to you. Explanations of pertinent aspects of C# are included with the code examples used while building the game in this book.

What Are We Building?

This book is structured toward building a 2D RPG-style game in Unity over the course of eight chapters. The game is in the style of those top-down RPGs from the 1990s, but the concepts can be carried over to create other types of games as well.

You should feel free to tinker with the code, break things, change things around, and tweak values. If you break something and cant figure out how to fix it, refer to the source code from the Apress GitHub account to fix things. As youre working your way through this book, remember that it can be helpful to have something explained a different way. If youre not content with an explanation in this book, or if you would benefit from an alternate explanation, look to the Unity documentation online. Look at gamedev.stackexchange.com and the official Unity forums and ask questions. Make sure you understand whats going on. Dont settle for half of an understandingyoull do yourself a disservice.

What You Will Need for This Book

The hardware requirements for this book are minimal: a PC or MacBook made in the past few years. The software requirements to run Unity 2018 are Windows 7 SP1+, 8, 10, 64-bit versions only; or macOS 10.11+. Well be using the personal edition of the Unity software, which is free.

Art Sources

The Enemy sprites in this book were created using a wonderful procedural-generation sprite tool created by Robert Norenberg. The tool can be found here: https://0x72.itch.io/pixeldudesmaker

The typeface used in this books sample game is called Silkscreen. Silkscreen was created by Jason Kottke and can be found here: https://www.1001fonts.com/silkscreen-font.html

The heart and coin sprites are sourced from the sprite set on OpenGameArt.org created by user: ArMM1998 and licensed CC0, public-domain.

The map tile artwork was created by the author, Jared Halpern, based heavily on pixel-style art from the heart and coin sprite set on OpenGameArt.org. The player sprites were all created from scratch by the author as well. Both the map tile artwork and the player sprites are licensed by CC0, public-domain.

Acknowledgments

Above all, I want to thank my wife Drew for her boundless support, love, advice, patience, snacks, and encouragement over the past year while I worked evenings and weekends on this book. I could never have done this without you.

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