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Hands-On Unity 2021 Game Development

You're reading from   Hands-On Unity 2021 Game Development Create, customize, and optimize your own professional games from scratch with Unity 2021

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781801071482
Length 710 pages
Edition 2nd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Toc

Table of Contents (29) Chapters Close

Preface 1. Section 1 – Our First Level
2. Chapter 1: Designing a Game from Scratch FREE CHAPTER 3. Chapter 2: Setting Up Unity 4. Chapter 3: Working with Scenes and Game Objects 5. Chapter 4: Grayboxing with Terrain and ProBuilder 6. Chapter 5: Importing and Integrating Assets 7. Section 2 – Improving Graphics and Sound
8. Chapter 6: Materials and Effects with URP and Shader Graph 9. Chapter 7: Visual Effects with Particle Systems and Visual Effect Graph 10. Chapter 8: Lighting Using the Universal Render Pipeline 11. Chapter 9: Fullscreen Effects with Postprocessing 12. Chapter 10: Sound and Music Integration 13. Chapter 11: User Interface Design 14. Chapter 12: Creating a UI with the UI Toolkit 15. Chapter 13: Creating Animations with Animator, Cinemachine, and Timeline 16. Section 3 – Scripting Level Interactivity with C#
17. Chapter 14: Introduction to C# and Visual Scripting 18. Chapter 15: Implementing Movement and Spawning 19. Chapter 16: Physics Collisions and Health System 20. Chapter 17: Win and Lose Condition 21. Chapter 18: Scripting the UI, Sounds, and Graphics 22. Chapter 19: Implementing Game AI for Building Enemies 23. Chapter 20: Scene Performance Optimization 24. Section 4 – Releasing Your Game
25. Chapter 21: Building the Project 26. Chapter 22: Finishing Touches 27. Chapter 23: Augmented Reality in Unity 28. Other Books You May Enjoy

Game concept

Why not just start developing our game instead of designing it? This question is spawned from the excitement of developing games, especially with the Unity game engine. All games start with an idea. That idea is translated into a design, and that design is the basis for development and, eventually, the final game.

A game's design is like a blueprint for a house. You would not consider building a house without a blueprint, and it is an equally bad idea to develop a game without designing it first. The reason for this is to save time and frustration. For larger projects, time wasted also means unnecessary funds are expended.

Imagine that you employed a project team of 12 developers, animators, and artists. If you shared your game idea, would they have enough information to go on? Would they create a great game, but not the game you had in mind? All we are doing with our game design is documenting as much as we can in the beginning so that the development process is purposeful. Without question, you will continually modify your game's design during development, so having a strong base from which to start is critical to your success.

Our game design will serve as the foundation for the look of our game, what the player's objectives are, what the gameplay will be, supporting user actions, animations, audio, Artificial Intelligence (AI), and victory conditions. That is a lot to think about and underscores the importance of translating the game idea into the game design.

Throughout the book, we will be covering a range of components. However, in this section, we will cover those that appear in the following list:

  • Game idea
  • Input controls
  • Winning and losing

So, let's look at each component in more detail.

Game idea

The basic concept of our Super Shooter game is that it will be a 3D game featuring a Futuristic Hero Soldier as the player character. The character must fight against Enemy Soldiers, who are intent on destroying our Hero's base and anyone that gets in their way, including our Hero.

Here is an image of what our game will look like:

Figure 1.1 – Our hero shooting bullets at enemies

Figure 1.1 – Our hero shooting bullets at enemies

Now that we have a general idea of what the game is going to be, let's talk about how the player will control the character.

Input controls

It is important to consider how players will interact with our game. Players have an expectation that the industry norms for user controls will be implemented in games, which is why, for our example, the player will control our Hero using the standard set of controls.

Our default set of user input controls, as shown in the following figure, will consist of the keyboard and mouse:

Figure 1.2 – Controls scheme

Figure 1.2 – Controls scheme

We will configure and program our game so that user input from the keyboard matches the key and action pairings shown in the following table:

Figure 1.3 – Key mapping

Figure 1.3 – Key mapping

The mouse will also be a significant source of user input. We will implement two components using the mouse, as indicated in the following table:

Figure 1.4 – Mouse mapping

Figure 1.4 – Mouse mapping

The left mouse button will be our action button to shoot bullets, while the horizontal mouse motion will allow us to rotate our character and face the enemies. As all enemies and the player are going to be moving across a flat surface, it is not necessary to move the camera up and down.

That's how we handle input, but we also need to end the game session at some point! Let's talk about how the player will win and lose.

Winning and losing

Our winning condition will be when all the Enemy waves have been eliminated.

There will be two different ways the player can lose the game:

  • The first losing condition is when the base life becomes 0.
  • The second losing condition is if the Hero's life becomes 0.

From this short description, you can tell that there will be several things to keep track of, including the following:

  • The number of remaining Waves
  • The health of the Player's Base
  • The health of our Hero

Now that we have defined what is called the game's core loop (start a level, play it, win/lose it, repeat), let's dive deeper into the specific details, starting with our characters.

You have been reading a chapter from
Hands-On Unity 2021 Game Development - Second Edition
Published in: Aug 2021
Publisher: Packt
ISBN-13: 9781801071482
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