Jumat, 04 November 2011

[E844.Ebook] Free PDF Unity 5.x Game Development Blueprints, by John P. Doran

Free PDF Unity 5.x Game Development Blueprints, by John P. Doran

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Unity 5.x Game Development Blueprints, by John P. Doran

Unity 5.x Game Development Blueprints, by John P. Doran



Unity 5.x Game Development Blueprints, by John P. Doran

Free PDF Unity 5.x Game Development Blueprints, by John P. Doran

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Unity 5.x Game Development Blueprints, by John P. Doran

Key Features

  • Unleash the power of C# coding in Unity and the state of the art Unity rendering engine.
  • Through this unique project-based approach, you will create 7-8 action-packed games from scratch.
  • This assortment of games will take you on a fun-filled journey of becoming a full-fledged Unity game developer.
Book Description

This book will help you to create exciting and interactive games from scratch with the Unity game development platform. We will build 7-8 action-packed games of different difficulty levels, and we'll show you how to leverage the intuitive workflow tools and state of the art Unity rendering engine to build and deploy mobile desktop as well as console games.

Through this book, you'll develop a complete skillset with the Unity toolset. Using the powerful C# language, we'll create game-specific characters and game environments. Each project will focus on key Unity features as well as game strategy development. This book is the ideal guide to help your transition from an application developer to a full-fledged Unity game developer

What you will learn
  • Find out how to create exciting and interactive games using GUIs
  • Prepare animations to be imported and exported
  • Personalize your animation game with Unity's advanced animation system
  • Work with different animation assets and components
  • Customize the game by modifying the player properties and creating exterior environments
  • Create, visualize, and edit animated creatures
  • Familiarize yourself with best practices for Unity 5.x animation using iTween
  • Design character actions and expressions
  • Customize your game and prepare it for playin
About the Author

John P. Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams consisting of just himself to over 70 people in student, mod, and professional projects in different roles, from game designer to lead UI programmer. He previously worked at LucasArts on Star Wars: 1313 as a game designer. He later graduated from DigiPen Institute of Technology in Redmond, WA, with a Bachelor of Science in game design.

John is currently a part of DigiPen's Research and Development branch in Singapore in addition to DigiPen Game Studios. He is also the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate-level students in an intensive, advanced-level game programming curriculum. In addition to that, he also tutors and assists students in various subjects and gives lectures on C#, C++, Unreal, Unity, game design, and more.

He is the author of Unreal Engine Game Development Cookbook, Building an FPS Game in Unity, Unity Game Development Blueprints, Getting Started with UDK, UDK Game Development, Mastering UDK Game Development, and he cowrote UDK iOS Game Development Beginner's Guide, all available from Packt Publishing. More information about him can be found at http://johnpdoran.com.

Table of Contents
  • 2D Twin-stick Shooter
  • Creating GUIs
  • GUIs Part 2 – Clicker Game
  • Mobile Endless Game – Procedural Content
  • Shooting Gallery – Working with Animations and Tweens
  • Side-scrolling Platformer
  • First Person Shooter Part 1 – Creating Exterior Environments
  • First-person Shooter Part 2 – Creating Interior Environments
  • First Person Shooter Part 3 – Implementing Gameplay and AI
  • Building an In-Game Level Editor
  • Finishing Touches
    • Sales Rank: #2450368 in Books
    • Published on: 2016-05-25
    • Released on: 2016-05-25
    • Original language: English
    • Dimensions: 9.25" h x .97" w x 7.50" l, 1.61 pounds
    • Binding: Paperback
    • 428 pages

    About the Author

    John P. Doran

    John P. Doran is a technical game designer who has been creating games for over 10 years. He has worked on an assortment of games in teams consisting of just himself to over 70 people in student, mod, and professional projects in different roles, from game designer to lead UI programmer. He previously worked at LucasArts on Star Wars: 1313 as a game designer. He later graduated from DigiPen Institute of Technology in Redmond, WA, with a Bachelor of Science in game design. John is currently a part of DigiPen's Research and Development branch in Singapore in addition to DigiPen Game Studios. He is also the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate-level students in an intensive, advanced-level game programming curriculum. In addition to that, he also tutors and assists students in various subjects and gives lectures on C#, C++, Unreal, Unity, game design, and more. He is the author of Unreal Engine Game Development Cookbook, Building an FPS Game in Unity, Unity Game Development Blueprints, Getting Started with UDK, UDK Game Development, Mastering UDK Game Development, and he cowrote UDK iOS Game Development Beginner's Guide, all available from Packt Publishing. More information about him can be found at http://johnpdoran.com.

    Most helpful customer reviews

    0 of 2 people found the following review helpful.
    Auugghh
    By Amazon Customer
    This book has a lot of errors.

    2 of 2 people found the following review helpful.
    Lot to learn here, not for absolute beginners
    By W. Baars
    This is not new book on learning Unity and learning (more) C#. As Unity has been updated to version 5 this is a welcome book working with the last version of Unity. However it is not a starters book, you should know something already about programming and/or C# to be able to work with it. For example on page 12:

    "The System.Collections namespace contains interfaces and classes that define various collections of objects, such as lists, queues, bit arrays, hash tables, and dictionaries."

    This should not scare you away. If you have no idea what classes are or lists or queues or arrays etc. you should either get this (basic programming) knowledge elsewhere or accept that you do not completely understand it. As the tutorials on making various games go step by step, you actually do not need to know all these things on page 12. On the other hand, sometimes the explanation is perhaps a bit short (for beginners). e.g.:

    "You can think of a class as a kind of blueprint for creating a new component type that can be attached to GameObjects, the objects inside our scenes that start out with just Transform and then have components added to them." (pg.13).

    So, the upside is that if you know a bit about programming, the long stories explaining the basic concepts (of objects, classes, arrays, etc) are not there and you get to the solution fast. My advice would be: make sure you understand the basic concepts of programming before you start with this book (such as objects, classes, variables, methods, behaviors, etc.)

    The games you learn to make in this book are:
    a 2d shooter
    GUI's (for various games)
    clicker game
    endless games
    shooting galleries
    side scroller
    FPS
    Building your own level editor

    So the level is quite advanced. A lot of the tutorial examples are about finding your way in Unity, and a bit about scripting. After you have gone trough these tutorials I suppose you are ready for your own games. If you need to understand a particular part of Unity (e.g. how to make a GUI or how to spawn enemies in a FPS) then get this book. So have a look in the table of contents to see if will be of use to you.

    See all 2 customer reviews...

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