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Francesco Sapio - Getting Started with Unity 5.x 2D Game Development

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Francesco Sapio Getting Started with Unity 5.x 2D Game Development
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Getting Started with Unity 5.x 2D Game Development: summary, description and annotation

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Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas

About This Book
  • Build a complete and exciting 2D Tower Defense game from scratch.
  • Understand and learn to perform each phase of the game development pipeline
  • Homework and exercises to improve your skills and take them to the next level
Who This Book Is For

If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure.

What You Will Learn
  • Import and set up assets for 2D game development
  • Design and implement dynamic and responsive User Interfaces
  • Create and handle complex animation systems
  • Unlock all the potentiality of the physics engine
  • Implement Artificial Intelligence algorithms to give intelligence to your NPCs
  • Script gameplay and overall bring your ideas to life
In Detail

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas.

Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more.

This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.

Style and approach

This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book s content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!

Francesco Sapio: author's other books


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Getting Started with Unity 5.x 2D Game Development

Table of Contents
Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

Copyright 2017 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: February 2017

Production reference: 1080217

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-78439-717-3

www.packtpub.com

Credits

Author

Francesco Sapio

Copy Editors

Vikrant Phadkay

Safis Editing

Reviewer

Lauren S. Ferro

Project Coordinator

Nidhi Joshi

Commissioning Editor

Ashwin Nair

Proofreader

Safis Editing

Acquisition Editor

Larissa Pinto

Indexer

Mariammal Chettiyar

Content Development Editor

Mayur Pawanikar

Production Coordinator

Aparna Bhagat

Technical Editor

Dinesh Pawar

About the Author

Francesco Sapio obtained his computer science and controls engineering degree from Sapienza University of Rome, Italy, with a couple of semesters in advance, graduating summa cum laude ; he is currently studying there for a master's of science and engineering degree in artificial intelligence and robotics.

He is a Unity 3D and Unreal expert, skilled game designer, and experienced user of major graphics programs. He developed Game@School (Sapienza University of Rome), an educational game for high-school students to learn concepts of physics, and the Sticker Book series (Dataware Games), a cross-platform series of games for kids. In addition, he worked as consultant for the (successfully funded by Kickstarter) game Prosperity Italy 1434 (Entertainment Game Apps, Inc) and for the open online collaborative ideation system titled Innovoice (Sapienza University of Rome). Moreover, he has been involved in different research projects such as Belief-Driven Pathfinding (Sapienza University of Rome), which is a new technique of path finding in video games that was presented as a paper at the DiGRA-FDG Conference 2016 ; and perfekt.ID (Royal Melbourne Institute of Technology), which included developing a recommendation system for games.

Francesco is an active writer on the topic of game development. Recently, he authored the book Unity UI Cookbook , Packt Publishing. It teaches readers how to develop exciting and practical user interfaces for games within Unity, and he wrote a short e-guide, What do you need to know about Unity , Packt Publishing. In addition, he co-authored the book Unity 5.x 2D Game Development Blueprints , Packt Publishing, which has also been transformed in the video course Unity 5.x Game Development Projects , Pack Publishing. He has also been a reviewer for the following books: Game Physics Cookbook , Packt Publishing, Unity 5.x by Example , Packt Publishing, and Unity Game Development Scripting , Packt Publishing.

Francesco is also a musician and a composer, especially of soundtracks for short films and video games. For several years, he worked as an actor and dancer, where he was a guest of honor at the Teatro Brancaccio in Rome. In addition, he has volunteered as a children's entertainer at the Associazione Culturale Torraccia in Rome. Finally, Francesco loves math, philosophy, logic, and puzzle solving, but most of all, creating video gamesthanks to his passion for game designing and programming.

You can contact him at www.francescosapio.com.

Acknowledgment

I'm deeply thankful to my parents for their infinite patience, enthusiasm, and support throughout my life. Moreover, I'm thankful to the rest of my family, in particular to my grandparents, since they have always encouraged me to do better in my life with the Latin expressions Ad maiora and Per aspera ad astra .

I also want to thank Lauren S. Ferro, the reviewer, for her fantastic feedback and help, which have enhanced the quality of this book. Another important person, without whom this book couldn't have seen the light, is Mayur Pawanikar, the content development editor, who supported me throughout the whole process.

Finally, a huge thank to all the special people around me whom I love. In particular to my girlfriend: I'm grateful for all of your help in everything, I love you.

About the Reviewer

Lauren S. Ferro is a gamification consultant and designer of game and game-like applications. She has worked, designed, consulted, and implemented strategies for a range of different purposes from professional development, recommendation systems, and educational games. She is an active researcher in the area of gamification, player profiling, and user-centered game design. Lauren runs workshops both for the general public and companies that focus on designing user-centered games and game-like applications. She has written a book about implementing gamification within Unity titled Gamification with Unity 5.x and is the developer of the game design resource Gamicards, which is a paper prototyping tool for both game and game-like experiences.

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