2D Game Development with Unity

2D Game Development with Unity

by Franz Lanzinger
2D Game Development with Unity

2D Game Development with Unity

by Franz Lanzinger

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Overview

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos.

Key Features:

  • Fully detailed game projects from scratch. Beginners can do the steps and create games right away.
  • No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity.
  • Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound.
  • Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music.
  • All required software is free to use for any purpose including commercial applications and games.

Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.


Product Details

ISBN-13: 9780367349073
Publisher: CRC Press
Publication date: 12/09/2020
Pages: 444
Sales rank: 732,242
Product dimensions: 7.00(w) x 10.00(h) x (d)

About the Author

Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. Franz Lanzinger started his career in game programming in 1982 at Atari Games Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. Mr. Lanzinger co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 Mr. Lanzinger founded Actual Entertainment, publisher and developer of the Gubble video game series. Mr. Lanzinger has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. Franz Lanzinger is a professional author, game developer, accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender

Table of Contents

Acknowledgments xi

Author xiii

Introduction and Overview xv

Part I The Basics of Game Development

Chapter 1 First Steps 3

Visual Studio 4

What Is C# 7

Numbers 7

Ints, Floats, and Doubles 8

Random Numbers 10

Number Game 11

Important: Notes for Mac Users 14

Installing Unity 15

Chapter 2 Programming C# in Unity 17

The Default C# Script in Unity 17

Numeric Data Types 20

Math Operators 24

Bitwise Operators 27

Math Functions 29

More C# Data Types 30

If and Switch 33

Loops 35

Classes and Methods 37

C# Programming Style 38

Chapter 3 2D Graphics with GIMP and Unity 41

Introduction to Gimp 41

Bouncing Donuts Design 46

Creating a Wooden Plank in Gimp 47

Three Planks and a Donut in Unity 49

Chapter 4 2D Graphics with Blender and Unity 55

Introduction to Blender 55

Creating the Donut Box in Blender 56

Exporting from Blender to Unity 68

Bouncing Donuts Prototype: First Gameplay! 72

Chapter 5 The Unity Interface 75

The Unity Editor 75

The Scene View 80

The Hierarchy Window 83

The Project Window 84

The Inspector Window 86

Rendering: Materials and Shaders 88

Lights 90

Collision: Donut vs. Sphere 91

Cameras 91

Chapter 6 Bouncing Donuts Prototype 2 95

Title Screen 95

Scoring 102

Game Over 107

Improved Donut Box Collision 112

Prefabs 113

Refactoring 114

A Second Level 116

Five Levels 120

Release: Bouncing Donuts Prototype 2 128

Chapter 7 Sound Effects with Audacity 131

Introduction to Sound in Games 131

Installing Audacity 131

Making Sound Effects in Audacity 132

Recording Sound Effects 135

Using Sound Effects from the Internet 136

Sound Effects Programming in Unity 138

Chapter 8 Music with MuseScore 143

Introduction to Music in Video Games 143

Installing Musescore 144

Creating Your Own Score 144

Using Third-Party Music 149

Importing Music into Unity 150

Chapter 9 Bouncing Donuts 1.0 153

Bug Fixes 153

Shelve Or Go On? 155

Release: Bouncing Donuts 1.0 156

Postmortem 156

Part II 2D Game Development from Concept to Release

Chapter 10 2D Tools in Unity 161

Unity 2D Settings 161

Sprites 164

Tiles 166

2D Sprite Sheet Animation 173

2D Skeletal Animation 177

Chapter 11 Designing a 2D Maze Game 179

Famous Maze Games 180

Setting Up the Project 180

Player Character: Dottima Dot 181

Mazes and Backgrounds 184

The Story 185

Enemies: Robots and Question Marks 185

Game Design Document 186

Chapter 12 Building the Level 1 Maze 189

Using Gimp to Make Tiles for Level 1 189

Maze Layout in Unity 192

Chapter 13 Source Control 197

Installing Sourcetree, GIT, and Bitbucket 197

Source Control with Sourcetree and GIT 198

Repositories on Bitbucket 201

Using Sourcetree with Unity 202

Chapter 14 Menus 205

Source Control Setup 205

Main Menu Layout 206

Settings Menu Layout 214

Mainmenu Functionality 217

Settings Menu Functionality 220

Chapter 15 Animating the Player Character 225

Simple Player Movement 225

Wall Collisions 228

Idle Animation 229

Movement Animations 232

Making the Animations Work in the Game 237

Chapter 16 Enemies: Using Blender to Make Robot Sprites 241

Box Modeling in Blender 242

Lighting in Blender 254

The 3D Viewport 257

Blender Basic Animation Tutorial 263

Robot Swinging Arm Animation 266

Robot Walk Animation 275

Chapter 17 Making Textured Enemies with Blender 285

Spikers 285

Textures for Blender 292

Blockade 294

Question Marks 300

Chapter 18 Enemy Movement and Collisions 307

Dotrobot Movement and Collisions 307

Spiker Movement and Collisions 313

Blockade and Questionmark Collisions 317

Chapter 19 Weapons and Projectiles 321

Arrows 321

Shooting Arrows 329

Bombs 336

Throwing Bombs 346

Arrows Revisited 352

Particle Systems in Unity 352

Fuse Sparks and Explosions 355

Chapter 20 Lives, Level Design, and Old School Scoring 365

The Unity GUI 365

Lives 366

Levels 371

Scoring 376

Level Design 379

Chapter 21 Sound and Music for DotGame 385

Recording Speech 385

More Free Sound Effects Online 386

More Sound Effects in Audacity 386

Sound Effects Coding for DotGame 388

Background Music in DotGame 393

Chapter 22 Cutscenes 395

An Animated Title Scene 395

More Cutscenes 397

Chapter 23 Testing 399

A Brief History of Video Game Testing 399

Testing During Development 400

Testing before Release 400

Chapter 24 Release 403

Releasing a Unity Game 404

Localization 405

Games as a Service 405

The End? 406

Appendix I Game Development Glossary 407

Appendix II Rules for Game Developers 415

Appendix III Game Development Checklist 417

Appendix IV Legal 419

Appendix V The C# Coding Standard for This Book 421

Index 423

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