Beginning 3D Game Development with Unity 4:: All-in-One, Multi-Platform Game Development
Book information
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. Front Matter....Pages i-xxviii Introduction to Game Development....Pages 1-21 Unity UI Basics—Getting Started....Pages 23-61 Scripting: Getting Your Feet Wet....Pages 63-84 Terrain Generation: Creating a Test Environment....Pages 85-138 Navigation and Functionality....Pages 139-188 Cursor Control....Pages 189-222 Imported Assets....Pages 223-262 Action Objects....Pages 263-298 Managing State....Pages 299-343 Exploring Transitions....Pages 345-389 Physics and Special Effects....Pages 391-449 Message Text....Pages 451-481 Inventory Logic....Pages 483-510 Managing the Inventory....Pages 511-550 Dialogue Trees....Pages 551-580 Mecanim and Characters....Pages 581-636 Game Environment....Pages 637-677 Setting Up the Game....Pages 679-724 Menus and Levels....Pages 725-766 Back Matter....Pages 767-778
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