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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