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Mastering Unity 2D Game Development - Second Edition: Using Unity 5 to develop a retro RPG (English Edition) 2第二 版本, Kindle电子书
Master everything you need to build a 2D game using Unity 5 by developing a complete RPG game framework!
About This Book
- 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.
Who This Book Is 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.
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!
Style and approach
This book takes a step-by-step practical tutorial style approach. The steps are accompanied by examples, and all the intermediate steps will be clearly explained. The focus of this book will obviously be on the advanced topics so that the game looks and performs efficiently.
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- ASIN : B01HY3TC6I
- 出版社 : Packt Publishing; 第 2nd 版 (2016年10月21日)
- 出版日期 : 2016年10月21日
- 语言 : 英语
- 文件大小 : 52142 KB
- 标准语音朗读 : 已启用
- X-Ray : 未启用
- 生词提示功能 : 未启用
- 纸书页数 : 708页
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- Intermediate programming topics, e.g., use of delegates, managers, to reduce code complexity.
- Use of AssetDatabase to create assets
- Saving player's previous position prior entering battle zones
- The best: Use of animation states as state machines (matching up states and their corresponding animations nicely)
- No architectural diagram. It's difficult to visualize the relationships of the different classes/scripts. I coped by modeling them myself.
- It seems that Chapter 10's code isn't as 'clean' as previous chapters. There are long if-else chains which I changed to ternary operators.
- No explanation of the CustomAssetUtility which uses generics. It works but I don't know why it works. (Caveat: I'm a C# noob so this is not really an issue for those with years of C# experience)
- Runtime error but easy to fix because Unity's error messages are helpful, e.g., checking whether objects in OnGui are null before attempting to use them.
- I find the BattleManager bloated but I expect in practice, BattleManager would be further modularized into logical classes.
- The Battle Scene is unfinished, e.g., Player can select Dragon to attack but there's no attack animation or counter attack learning (it's left to us to implement those).
- I wish the topics re the Editor were replaced with more gameplay related ones, e.g., give more room to complete the Battle Scene
I'd still recommend this book as a good buy. It's not perfect but I'm not completely disappointed.
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.
It's also a very utilitarian book in nature: every chapter starts with a 1-page explanation as to what you're going to code, 1 or 2 diagrams, the code, and a page for other things you could improve - no long-winded explanation on the industry standards, the focus is on getting to the point - the game. No platforming, no achievements, no multiplayer, just straight up 2D RPG.
Note that it shouldn't be your very first book on Unity if you don't have any experience with code as the book will not explain what a script or a function is, or even the difference between a public and a private variable. The book will however explain the differences between similar functions in Unity (ex: difference between Update, LateUpdate, FixedUpdate) depending on their relevance to the project.