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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st 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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Table of Contents (24) Chapters Close

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

Game characters

Our game will feature several objects, but only two game characters. The first game character is our Hero and will be controlled by the player. The second type of game character is the Enemies. They are non-player characters that are controlled by AI. Let's look more closely at both of these characters.

Hero

The player will play our game as the Hero, our game's protagonist. This is a character that we will import for use in our game. So, what can our Hero player character do? We already know we will be able to move them throughout our game environment using a combination of keyboard and mouse inputs. We also know that the left mouse button—our action button—will cause him to shoot bullets.

Important Note:

Because the Hero is controlled by a human player, it is referred to as the Player Character.

We will implement the following animations for the Hero:

  • Idle: This animation will play when the character is not being moved by the player.
  • Run: This animation will play when the character is being moved by the player.
  • Shoot: This is an animation that will cause the Hero to shoot a bullet.

That's our player. Now, let's discuss our enemy character.

Enemies

Our game's antagonist will be the Enemy Soldiers. We will control how many of them we want in our game and where they are placed. We will also control their behavior through AI. The Enemies will go straight to the base and, once there, they will start damaging it. We will determine how long it takes for our base to be completely destroyed.

Information Box:

Because the Enemy is controlled by AI and not a human player, it is referred to as a Non-Player Character.

We will implement the following animations for the Enemy soldiers:

  • Run: The Enemies will be able to run toward the Hero when they see him and will stop when they are near enough to the player to start attacking him.
  • Attacking: This animation will play when the Enemy is near enough to attack the base or the player.
  • Death: This animation will play when the Enemy is defeated by the player.

We will require careful planning and scripting to create the desired Enemy behaviors. The number and placement of the Enemies are decisions we will need to make.

That defines our characters' details. Now, let's discuss how the game will be played, looking at the specific details.

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