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Developing 2D Games with Unity
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Table of Contents

Chapter 1. Gaming Past and Present

Chapter Goal: Draw upon the current renaissance in independent games to inspire readers to leverage their own experiences and fresh perspectives to build innovative independent games.

Games Historically

Games Today

Independent Games

Game Engines - What are they and why do they matter?

Chapter 2, Introduction to Unity

Chapter Goal: Introduce the user to the Unity Development Environment. Explain how to navigate the interface, Views, and Scenes, and configure Layouts for ease of development.

Install and Configure Unity

Navigating the Unity Interface

Understanding the Different Views

Configure and Customize the Layout

The Transform Toolset

Unity Documentation

Chapter 3. Foundations

Chapter Goal: Walk the reader through C# syntax, naming conventions, and data types. Teach the reader about Unity-specific concepts like Game Objects, Components, and Scripts. We'll also be talking about some of the more common architectural design patterns and describe why they are used in the context of building our sample game.

C# Walkthrough

Entity-Component Architecture

Game Objects: Our Container Entities

Components: Building Blocks

Scripts: Logic for Components

Introducing: Prefabs

Inheritance and OOP

Unity Object Lifecycle

Logging Output

Debugging

Chapter 4, World Building

Chapter Goal: Leverage pre-existing and new features of the Unity 2D development toolset to efficiently build out animations, backgrounds, and levels.

Importing 2D Assets

Working with Sprite Atlases

Animating our Sprites

2D Tilemapping

9-Slicing Tiles

Scriptable Tiles

Scriptable Brushes

Chapter 5, Building Out the Gameplay

Chapter Goal: This chapter will focus on tying the content from the previous two chapters together to make a playable game. We will utilize more design patterns, implement collision detection, and talk about best-practices when handling user-input in a generic fashion.

Handling User Input

Collision Detection

The Delegate Pattern

Object Managers

Physics in Unity

Chapter 6, Beyond the Basics

Chapter Goal: Discuss and implement various features common across all games, such as scene management, saving data, and UI. Build mechanisms to link together the various states of the game. Demonstrate how to extend the Unity Editor to build tools that increase developer efficiency.

Scene and Level Management

Managing Game State

Building the Game Manager

Object Pooling

Coroutines

Extending the Unity Editor

Saving Data

Chapter 7, Polish, Polish, Polish

Chapter Goal: Add the finishing touches such as audio, custom fonts, buttons, and menus. Touch upon topics such as shaders and performance profiling, as well as analytics so we can see how users play our game.

Adding Sound and Music

Using Custom Fonts

Custom Buttons

Menus

Splash Screens

Particle Effects

Unity Analytics

Shaders

Performance Profiling

Chapter 8, Where to go next

Chapter Goal: Discuss various next steps the reader can take to further their Unity knowledge, build better games, and get more involved with the Unity community.

Asset Store

Community: Online and Offline

Game Jams

Online Resources

About the Author

Jared Halpern is a software developer with over 12 years of experience working in a wide range of technologies. Lately he has specialized in Apple and Unity. Jared has built many iPhone apps over the years, including games, augmented reality, photography, eCommerce, video, and GIF apps. His interests include Swift, Unity, AR, Game Development, and the creative application of these technologies. He has an immense passion for the potential of games as an interactive medium to tell stories and give experiences in ways that other mediums cannot. He currently enjoys working as a freelance software developer.

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