Beginning 3D Game Development with Unity 4: All-in-one, Multi-platform Game Development

Beginning 3D Game Development with Unity 4: All-in-one, Multi-platform Game Development
ISBN-10
1430248998
ISBN-13
9781430248996
Category
Computers
Pages
1062
Language
English
Published
2013-08-27
Publisher
Apress
Author
Sue Blackman

Description

Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels

Other editions

Similar books

  • Family History Digital Libraries
    By William Sims Bainbridge

    One named Sara and Timberlake had 11 male workers, 1 female worker, and 4 children workers, so it might have employed the Minor family.

  • Foundation Dreamweaver MX
    By Craig Grannell, Jerome Turner, Matt Stephens

    So here's what we need to do to arrive at our layout: s Create the main table to hold all the page elements. s Deal with the navigation area which is ...

  • Cisco CCNA Certification, 2 Volume Set: Exam 200-301
    By Todd Lammle

    This inclusive, two-book set provides what you need to know to succeed on the new CCNA exam. The set includes Understanding Cisco Networking Technologies: Volume 1 and the CCNA Certification Study Guide: Volume 2.

  • CompTIA Network+ Study Guide: Exam N10-006
    By Todd Lammle

    ... you can use: –a –A –c –n –r –R –S –s All nbtstat switches are case sensitive. Generally speaking, lowercase switches deal with NetBIOS names of hosts, ...

  • CompTIA Network+ Study Guide with Online Labs: N10-007 Exam
    By Todd Lammle, Jon Buhagiar

    ... you can use: –a –A –c –n –r –R –S –s All nbtstat switches are case sensitive. Generally speaking, lowercase switches deal with NetBIOS names of hosts, ...

  • CCNA: Cisco Certified Network Associate FastPass
    By Todd Lammle

    S The S reference point defines the point between the customer router and an ... with the letter E deal with using ISDN on the existing telephone network.

  • Stranger in the Chat Room
    By Todd Hafer, Jedd Hafer

    A sequel to In the Chat Room With God finds a group of teens contacted by a mysterious and increasingly malevolent character who claims to know about their encounters with the Almighty and challenges their beliefs. Original.

  • Error Correction Coding: Mathematical Methods and Algorithms
    By Todd K. Moon

    M M−1∑ k=0 −∞ ∞ k=0 The average energy per signal E s ∫ can be related to the ... we will deal primarily with additive white Gaussian noise (AWGN), ...

  • Security+ Training Guide
    By Todd King

    ... to deal with most , but unfortunately not all , of these potential threats . ... The S / MIME standard implements encryption for message content using ...

  • CCDA: Cisco Certified Design Associate Study Guide: Exam 640-861
    By Todd Lammle, Andy Barkl

    S reference point The S reference point defines the reference point between ... with the letter E deal with using ISDN on the existing telephone network.