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Mastering Unity 2D Game  Development
Mastering Unity 2D Game  Development

Mastering Unity 2D Game Development: Using Unity 5 to develop a retro RPG , Second Edition

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Profile Icon Dr. Ashley Godbold Profile Icon Jackson
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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.9 (12 Ratings)
eBook Oct 2016 506 pages 2nd Edition
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Arrow left icon
Profile Icon Dr. Ashley Godbold Profile Icon Jackson
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S$36.99 S$52.99
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.9 (12 Ratings)
eBook Oct 2016 506 pages 2nd Edition
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S$36.99 S$52.99
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S$66.99
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Table of content icon View table of contents Preview book icon Preview Book

Mastering Unity 2D Game Development

Chapter 2.  Building Your Project and Character

It's time to start putting the building blocks that will make up your game into Unity. We will start with setting up the project and then move on to building the main character. Setting up the main character is an important first step, as most of your game's core logic and framework generally centers on the main protagonist and highlights exactly how the player will interact with the game.

We will be creating two main locations for the character to explore: a 2.5D town in which she can interact with Non-Playable Characters (NPCs) and a world map in which she will encounter and battle enemies. To allow our character to interact with and explore these locations, we must first get our character into our project and give her the ability to move around the scenes. We must also get our project started the right way by setting up the project appropriately.

The following topics will be covered in this chapter:

  • Designing a good project...

Project overview and structure

Before you start your project, you should consider how you intend to set it up and architect your project in the long term. Far too many developers have created problems for themselves by just diving in rather than designing the outline for the project at the start.

Your game and your assets are not the only things to consider when starting a fresh project. Sure, you can start importing assets, creating scripts, and getting things running; most Proof of Concept (POC) projects start this way. Once your project is of a sufficient size and you start expanding on your initial concept, you'll realize that you have issues with regard to picking up items and putting them together. Then, you will start devising new ways to organize your project and eventually find that it's an unmanageable mess; nevertheless, you will stride on, taking longer and longer to produce new content or add new features.

The best advice one can give is to think about your entire...

Creating the project

Before you can start building the game in Unity, you need to start a new project. Select New at the top of Unity's Home Screen. When creating a 2D game, you want to ensure that you start the project in 2D mode by selecting the appropriate mode in the Unity's home screen, as shown in the following screenshot:

Creating the project

Unity's home screen

Note

Remember, if you accidentally set the mode to 3D, you can change this at any time for your project through Editor Settings, as discussed in the previous chapter.

After selecting Create project, you'll be brought to the Editor Window, as shown in the following screenshot:

Creating the project

Unity's Editor window

It's important to note that when you create a new project in Unity, you are creating a new folder that can be accessed through File Explorer (Windows) or the Finder (Mac OS X) with the following subfolders:

Creating the project

Now that we have created our project, let's create the folder structure for the project, as shown in the following...

Creating a scene

Every level or distinct area you create within Unity will be an individual scene. So, the start screen will be a scene, the town will be a scene, the map will be a scene, and so on.

We will have the following scenes in our game:

  • Start Screen
  • Town
  • Shop
  • Overworld
  • Battle Scene

When you start a new project in Unity, you will be given a blank scene that contains only a camera, as shown in the Hierarchy in the following screenshot:

Creating a scene

Tip

The Hierarchy displays a list of all the objects within a scene.

The initial scene will be unsaved, as you can see by the word Untitled in the area above the toolbar preceding the name of the project:

Creating a scene

To save the scene, select File | Save Scene. The first location we will design will be the town, so let's save the scene as Town.unity in the Scenes folder we created, as shown in the following screenshot:

Creating a scene

You should now see the scene showing up in your Assets folder and you will see the word Untitled replaced with Town, as shown in the following screenshot...

Sprite system

It's hard to get excited about a game project until the visual elements are in the scene. We will discuss how to bring our character in the game shortly, but first let's go over how to actually use Sprites in Unity. A brief overview of working with Sprites is given in the previous chapter, but now we will get more technical.

Importing sprites

The simplest way to import a sprite into a scene is to simply drag it from your File Explorer (Windows) or Finder (Mac OS X) into Unity's Project Window. Once the image file is brought into the project, clicking on the image will show its various import settings in the image's Inspector, as shown in the following screenshot:

Importing sprites

Image Inspector on Project window

Let's take a closer view at the various import settings of an image brought into a 2D project and discuss each of the properties. Here, I will discuss each setting presented in the following screenshot; however, I will discuss the Sprite Editor button a later...

GameObjects and components

In Unity, every object in your scene will be a GameObject. A GameObject in itself isn't much other than a container for holding a list of Components. Components are the individual properties that make a GameObject unique. When a GameObject is selected, you can view each of its Components from its Inspector.

The most basic GameObject is an empty GameObject, which will contain no components other than a Transform. The Transform component is essential to each GameObject, as it allows it to have a physical location, rotation, and scale in the scene, as shown in the following screenshot:

GameObjects and components

You can create other types of GameObjects by selecting from a list of possible GameObject, starting with and empty one and adding individual components, or adding components to a provided GameObject.

Since we are working in 2D, the majority of our GameObjects will be a Sprite GameObject.

Sprite GameObjects

To create a Sprite GameObject, select Create | 2D Object | Sprite, as shown...

Project overview and structure


Before you start your project, you should consider how you intend to set it up and architect your project in the long term. Far too many developers have created problems for themselves by just diving in rather than designing the outline for the project at the start.

Your game and your assets are not the only things to consider when starting a fresh project. Sure, you can start importing assets, creating scripts, and getting things running; most Proof of Concept (POC) projects start this way. Once your project is of a sufficient size and you start expanding on your initial concept, you'll realize that you have issues with regard to picking up items and putting them together. Then, you will start devising new ways to organize your project and eventually find that it's an unmanageable mess; nevertheless, you will stride on, taking longer and longer to produce new content or add new features.

The best advice one can give is to think about your entire project and...

Creating the project


Before you can start building the game in Unity, you need to start a new project. Select New at the top of Unity's Home Screen. When creating a 2D game, you want to ensure that you start the project in 2D mode by selecting the appropriate mode in the Unity's home screen, as shown in the following screenshot:

Unity's home screen

Note

Remember, if you accidentally set the mode to 3D, you can change this at any time for your project through Editor Settings, as discussed in the previous chapter.

After selecting Create project, you'll be brought to the Editor Window, as shown in the following screenshot:

Unity's Editor window

It's important to note that when you create a new project in Unity, you are creating a new folder that can be accessed through File Explorer (Windows) or the Finder (Mac OS X) with the following subfolders:

Now that we have created our project, let's create the folder structure for the project, as shown in the following screenshot and discussed previously...

Creating a scene


Every level or distinct area you create within Unity will be an individual scene. So, the start screen will be a scene, the town will be a scene, the map will be a scene, and so on.

We will have the following scenes in our game:

  • Start Screen

  • Town

  • Shop

  • Overworld

  • Battle Scene

When you start a new project in Unity, you will be given a blank scene that contains only a camera, as shown in the Hierarchy in the following screenshot:

Tip

The Hierarchy displays a list of all the objects within a scene.

The initial scene will be unsaved, as you can see by the word Untitled in the area above the toolbar preceding the name of the project:

To save the scene, select File | Save Scene. The first location we will design will be the town, so let's save the scene as Town.unity in the Scenes folder we created, as shown in the following screenshot:

You should now see the scene showing up in your Assets folder and you will see the word Untitled replaced with Town, as shown in the following screenshot...

Sprite system


It's hard to get excited about a game project until the visual elements are in the scene. We will discuss how to bring our character in the game shortly, but first let's go over how to actually use Sprites in Unity. A brief overview of working with Sprites is given in the previous chapter, but now we will get more technical.

Importing sprites

The simplest way to import a sprite into a scene is to simply drag it from your File Explorer (Windows) or Finder (Mac OS X) into Unity's Project Window. Once the image file is brought into the project, clicking on the image will show its various import settings in the image's Inspector, as shown in the following screenshot:

Image Inspector on Project window

Let's take a closer view at the various import settings of an image brought into a 2D project and discuss each of the properties. Here, I will discuss each setting presented in the following screenshot; however, I will discuss the Sprite Editor button a later section:

Note

If you make...

GameObjects and components


In Unity, every object in your scene will be a GameObject. A GameObject in itself isn't much other than a container for holding a list of Components. Components are the individual properties that make a GameObject unique. When a GameObject is selected, you can view each of its Components from its Inspector.

The most basic GameObject is an empty GameObject, which will contain no components other than a Transform. The Transform component is essential to each GameObject, as it allows it to have a physical location, rotation, and scale in the scene, as shown in the following screenshot:

You can create other types of GameObjects by selecting from a list of possible GameObject, starting with and empty one and adding individual components, or adding components to a provided GameObject.

Since we are working in 2D, the majority of our GameObjects will be a Sprite GameObject.

Sprite GameObjects

To create a Sprite GameObject, select Create | 2D Object | Sprite, as shown in the...

Left arrow icon Right arrow icon

Key benefits

  • Explore the new features of Unity 5 and recognize obsolete code and elements
  • Develop and build a complete 2D retro RPG with a conversation system, inventory, random map battles, full game menus, and sound
  • This book demonstrates how to use the new Unity UI system effectively through detailed C# scripts with full explanations

Description

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!

Who is this book for?

This book is for anyone looking to get started developing 2D games with Unity 5. If you're already accomplished in Unity 2D and wish to expand or supplement your current Unity knowledge, or are working in 2D in Unity 4 and looking to upgrade Unity 5, this book is for you. A basic understanding of programming logic is needed to begin learning with this book, but intermediate and advanced programming topic are explained thoroughly so that coders of any level can follow along. Previous programming experience in C# is not required.

What you will learn

  • Create a 2D game in Unity 5 by developing a complete retro 2D RPG framework
  • Effectively manipulate and utilize 2D sprites
  • Create 2D sprite animations and trigger them effectively with code
  • Write beginning to advanced-level C# code using MonoDevelop
  • Implement the new UI system effectively and beautifully
  • Use state machines to trigger events within your game

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Oct 21, 2016
Length: 506 pages
Edition : 2nd
Language : English
ISBN-13 : 9781786462336
Vendor :
Unity Technologies
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Tools :

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Product Details

Publication date : Oct 21, 2016
Length: 506 pages
Edition : 2nd
Language : English
ISBN-13 : 9781786462336
Vendor :
Unity Technologies
Languages :
Tools :

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Table of Contents

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

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.9
(12 Ratings)
5 star 50%
4 star 8.3%
3 star 33.3%
2 star 0%
1 star 8.3%
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yonatan Nov 02, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
this book is just great. all is explained from scratch and the books covers all the important topics for someone who wants to learn an end to end video game creation with unity. it gave me a lot of drive and ambition to create my own video game.
Amazon Verified review Amazon
ARH Apr 02, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is hands down an excellent book. Most Unity books out there are hit or miss. This one is definitely a hit.If I were to say who the target audience is for this book. I would lean more towards the intermediate C# programmer and someone familiar with how Unity works. Although the author provides excellent information on the inner workings of Unity's 2D systems. There isn't much hand holding. The right balance is there for you to not get lost but to also stretch your knowledge at the end of each chapter. The author pretty much encourages the reader to push themselves and take the learned content further.*A dedicated and confident beginner could have a go at the text but prepared to push yourself if you are a newbie coder. It gets pretty heavy at times and that is a good thing!** I also haven't had to look up the errata after going through 3/4's of the book. The instructions are clear, focused, and the code works. Imagine that...For what it is worth this is about as complete of a book you can get on developing a 2D game with Unity. Not only do you walk away with knowing how to approach 2D game development. You're also provided with excellent tips and best practices for architecting your game and additional tips on how to avoid common rookie mistakes.I thoroughly have enjoyed this book thus far. Honestly, I almost passed on it because the base game is an RPG. I'm so glad I didn't pass it up as the knowledge gained is applicable beyond the genre itself.Definitely a joy to read.At the half way mark you'll already have an excellent grasp on how to approach 2D gaming with Unity.If other books have left you scratching your head or you're still lost in the woods. Then this book is your beacon for sure.Ashley. Please write more Unity books. Thank you for this one.
Amazon Verified review Amazon
H. Carson Nov 27, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Using this book heavily, teaching myself to develop a game.
Amazon Verified review Amazon
claudio scolastici Jan 24, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book by Ashley Godbold is a very detailed guide for the game developer desiring to get the most out of Unity.Don't be fooled by the title referring to 2D games! Though the book actually contains a step by step guide for creating a full featured, RPG styled 2D game with Unity, it also provides useful resources and excellent programming techniques that put this manual a step beyond its competitors!An absolute "must have" for anyone willing to improve his skills with Unity and make better games.Sincerely recommended!
Amazon Verified review Amazon
Mr. Paul Goddard Aug 16, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It's great. It has many pictures from Unity to clearly show what to do and a lot of good info about Unity.
Amazon Verified review Amazon
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