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.
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 DocumentationChapter 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.
Game Objects: Our Container Entities
Components: Building Blocks
Scripts: Logic for Components
Inheritance and OOP
Unity Object Lifecycle
DebuggingChapter 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
Scriptable BrushesChapter 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
The Delegate Pattern
Physics in UnityChapter 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
Extending the Unity Editor
Saving DataChapter 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
Performance ProfilingChapter 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.
Community: Online and Offline
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.