Building an RPG with Unity 5.x
Copyright 2016 Packt Publishing
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First published: October 2016
Production reference: 1101015
Published by Packt Publishing Ltd.
Livery Place
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ISBN 978-1-78528-500-4
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Credits
Author Vah Karamian | Copy Editor Safis Editing |
Reviewers Spencer Grey | Project Coordinator Sheejal Shah |
Commissioning Editor Ashwin Nair | Proofreader Safis Editing |
Acquisition Editor Divya Poojari | Indexer Mariammal Chettiyar |
Content Development Editor Deepti Thore | Graphics Abhinash Sahu |
Technical Editor Anushree Arun Tendulkar | Production Coordinator Nilesh Mohite |
About the Author
Vah Karamian is a software consultant and author based in Los Angeles, CA. He has been providing software development services to some of the top pharmaceutical, biotech, and medical device manufacturing companies in the world. His latest clients included Department of Planning and Evox Imaging. Providing web, mobile, and virtual reality experiences.
He came across Unity when he was searching for a game engine for his projects in 2010. The rest is history. He is the founder of the Granada Hills Unity User Group and is actively working with the user community to educate new developers.
He is the author of Introduction to Game Programming: Using C# and Unity 3D . The book targets individuals with no programming background. The objective of the book is to give the reader a good foundation on the fundamentals of programming concepts and the essentials for Unity. It is available in both eBook and paperback editions. Visit www.noorcon.com for more information.
Vah holds a master's degree in computer science, and is currently lecturing the following topics: Introduction to Computer Science, Data Structures and Algorithms, Operating Systems, Game Design and Development.
In no particular order, I would like to acknowledge the following individuals who have been working on the reparation and production of this title: Spencer Grey, Divya Poojari, Sweta Basu, Divij Kotian, and Anushree Tendulkar. I am sure there are many more involved in the process. These are the folks who I have had the pleasure to meet during the process. Your comments and feedback were a valuable part of the final result of this work. Last but not least,
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 Reviewer
Spencer Grey is an award-winning designer-developer. He was creative director at Sesame Streets Interactive group then co-founded Electric FunStuff. For 15 years he was creative and technical lead working with companies such as Sony, Lego, and Scholastic. And developing products with ActionScript and C#. He was technical reviewer for David Brackeens Developing Games in Java .
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Preface
Everyone wants to make a game, today 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 books is written with several purposes in mind. Unity has come a long way from its early and humble beginnings. As of the writing of this book, Unity stands at version 5.4. Some games that have been developed using the Unity engine are: Republique Remastered , The Room Three and Mevius Final Fantasy , to name a few.
This book is intended as a reference guide for individuals who want to learn Unity and apply their skills for the creation of a role-playing game.
What this book covers
, In the Beginning , provides a good background of what a role-playing game is. It covers some historical aspects and gives examples of existing role-playing games. It discuss the main aspects of a role-playing game, covers some terminology and prepares the reader for the rest of the chapters.
, Setting the Atmosphere , the chapter sets the theme and atmosphere of the game. We discuss the different types of assets and resources we would need during the creation of our game, introduce a third-person character controller and create our initial level and scripts.
, Character Design , discusses how to define your character and character data. Setup your character model for the mecanim, animator, state machines, blend trees, inverse kinematics, and custom character controller scripts.
, Player Character and Non-Player Character Design , discusses the structure of your character models, customization of your character model, defined the non-player character, looked at pathfinding, animator controller, and the initial NPC A.I. script for the NPC.
, Game Master and Game Mechanics , enhanced the Game Master script, introduced a Level Controller script, introduces an Audio Controller script, discuss the storage of character data and character customization state and the initial user interface for the main menu.