Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

Arrow left icon
Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Event systems


When you're looking to engage the player roaming around in your game, it is best to throw them off guard and challenge them when they least expect it; this ensures that the player is paying attention while playing and also serves to keep them on their toes at all times.

The following methods help to achieve this:

  • Fixed systems: This is where the places and interactions are actually planned in advance by forcing the player to be drawn in to an event at prescribed times/places

  • Random generation: This involves using random systems to challenge the player within a given time frame or occurrence, giving the player a chance of an event but not a certainty of one

There are merits and demerits with either approach for the player as they interact with your game. Fixed systems are easy to implement but limit replayability (game becomes dull in the second or subsequent runs), whereas random systems can be trickier to get the balance right but also means the player will likely keep playing...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image