2D Game Development with Unity
CRC Press (Verlag)
978-0-367-34907-3 (ISBN)
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.
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
Part I The Basics of Game Development
Chapter 1 ◾ First Steps 3
Chapter 2 ◾ Programming C# in Unity 17
Chapter 3 ◾ 2D Graphics with GIMP and Unity 41
Chapter 4 ◾ 2D Graphics with Blender and Unity 55
Chapter 5 ◾ The Unity Interface 75
Chapter 6 ◾ Bouncing Donuts Prototype 2 95
Chapter 7 ◾ Sound Effects with Audacity 131
Chapter 8 ◾ Music with MuseScore 143
Chapter 9 ◾ Bouncing Donuts 1.0 153
Part II 2D Game Development from Concept to Release
Chapter 10 ◾ 2D Tools in Unity 161
Chapter 11 ◾ Designing a 2D Maze Game 179
Chapter 12 ◾ Building the Level 1 Maze 189
Chapter 13 ◾ Source Control 197
Chapter 14 ◾ Menus 205
Chapter 15 ◾ Animating the Player Character 225
Chapter 16 ◾ Enemies: Using Blender to Make Robot Sprites 241
Chapter 17 ◾ Making Textured Enemies with Blender 285
Chapter 18 ◾ Enemy Movement and Collisions 307
Chapter 19 ◾ Weapons and Projectiles 321
Chapter 20 ◾ Lives, Level Design, and Old School Scoring 365
Chapter 21 ◾ Sound and Music for DotGame 385
Chapter 22 ◾ Cutscenes 395
Chapter 23 ◾ Testing 399
Chapter 24 ◾ Release 403
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
Erscheinungsdatum | 16.01.2021 |
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Zusatzinfo | 3 Tables, black and white; 264 Halftones, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 178 x 254 mm |
Gewicht | 1097 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
ISBN-10 | 0-367-34907-8 / 0367349078 |
ISBN-13 | 978-0-367-34907-3 / 9780367349073 |
Zustand | Neuware |
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