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E-grāmata: Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing

(Wilkes Community College, Wilkesboro, North Carolina, USA)
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In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed.

Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed.

Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life.
Preface xv
Acknowledgments xxiii
Section I Background
Chapter 1 Introduction
3(20)
1.1 Who Plays Games?
4(2)
1.2 How Are Games Made?
6(1)
1.2.1 AAA Studios
6(1)
1.2.2 The Indie Studio
7(1)
1.3 Who Can Make Games?
7(3)
1.3.1 Skills and Jobs
8(1)
1.3.2 Working in the Industry
8(2)
1.4 What Types of Games Are There?
10(9)
1.4.1 Role-Playing Games
10(1)
1.4.2 Adventure Games
11(1)
1.4.3 Platformer Games
12(1)
1.4.4 Shooter Games
13(1)
1.4.5 Action Games
14(1)
1.4.6 Strategy Games
15(1)
1.4.7 Simulation Games
16(1)
1.4.8 Sports Games
17(1)
1.4.9 Puzzle Games
18(1)
1.4.10 MMO Games
18(1)
1.5 Summary
19(1)
Vocabulary
20(1)
Review Quiz
20(1)
Exercises
20(1)
Design Document
21(2)
Chapter 2 Design Document
23(18)
2.1 Introduction to the Design Document
24(5)
2.1.1 Do We Need a Design Document?
25(1)
2.1.2 Methods of Design
26(1)
2.1.3 Logical Design versus Descriptive Design
27(1)
2.1.4 Mission and Vision
28(1)
2.2 Sections of the Design Document
29(8)
2.2.1 Game Concept
30(3)
2.2.2 Game Characters
33(1)
2.2.3 Game Story
34(1)
2.2.4 The Game World
35(1)
2.2.5 Game Audio
36(1)
2.2.6 Game Interface
37(1)
2.3 Summary
37(1)
Vocabulary
38(1)
Review Quiz
38(1)
Exercises
39(1)
Design Document
39(2)
Chapter 3 Using Unity and Play Maker
41(48)
3.1 Installing Unity
42(2)
3.2 Unity's Interface
44(8)
3.3 Using Unity
52(8)
3.4 Installing Play Maker
60(3)
3.5 Play Maker's Interface
63(2)
3.6 State Machines
65(5)
3.7 Using Play Maker
70(15)
3.8 Summary
85(1)
Vocabulary
85(1)
Review Quiz
85(1)
Exercises
86(1)
Design Document
86(3)
Section II Building Blocks
Chapter 4 Characters
89(62)
4.1 The Purpose of Characters
90(1)
4.2 Do Games Need Characters'
90(1)
4.3 Traditional Character Types
91(6)
4.3.1 The Hero
93(1)
4.3.2 The Shadow
93(1)
4.3.3 The Mentor
94(1)
4.3.4 The Ally
95(1)
4.3.5 The Herald
95(1)
4.3.6 The Trickster
95(1)
4.3.7 The Shapeshifter
96(1)
4.3.8 The Threshold Guardian
96(1)
4.4 Game Character Types
97(2)
4.4.1 Merchants
97(1)
4.4.2 The Quest Giver
98(1)
4.4.3 Information
98(1)
4.5 Character Design
99(3)
4.6 Character Asset Design
102(3)
4.7 Importing Assets in Unity
105(17)
4.7.1 Back to Projects
105(2)
4.7.2 Importing 3D Assets
107(4)
4.7.3 Settings for Imported 3D Assets
111(9)
4.7.4 From 3D Assets to Player Controllable Assets
120(2)
4.8 Character Control Systems with Play Maker
122(25)
4.8.1 Designing the Character Response System
123(3)
4.8.2 Getting Input through Unity
126(1)
4.8.3 Building State Machines in Play Maker
126(26)
4.8.3.1 Moving Sancho
127(11)
4.8.3.2 Rotating Sancho
138(2)
4.8.3.3 Jumping Sancho
140(5)
4.8.3.4 The Camera Follows Sancho
145(2)
4.9 Summary
147(1)
Vocabulary
147(1)
Review Quiz
148(1)
Exercises
149(1)
Design Document
149(2)
Chapter 5 Non-Player Characters
151(52)
5.1 What Is Artificial Intelligence'
152(1)
5.2 Some Different Types of Artificial Intelligence
152(9)
5.2.1 Scripted Behavior
152(2)
5.2.2 Random Behavior
154(2)
5.2.3 Expert Systems
156(1)
5.2.4 Mathematical Behavior Modeling
157(2)
5.2.5 Evolutionary Systems
159(2)
5.3 Selecting an Artificial Intelligence System
161(1)
5.4 Designing a Threshold Guardian
162(5)
5.5 Implementing the Threshold Guardian
167(32)
5.5.1 The Controller
168(3)
5.5.2 Patrolling
171(9)
5.5.3 Spotting the Player
180(4)
5.5.4 Attacking the Player
184(6)
5.5.5 Hurting the Player
190(4)
5.5.6 Connecting the Attack and Health States
194(2)
5.5.7 Final Tweaks
196(3)
5.6 Prefabs
199(1)
5.7 Summary
200(1)
Vocabulary
200(1)
Review Quiz
201(1)
Exercises
201(1)
Design Document
202(1)
Chapter 6 Story
203(56)
6.1 What Is a Story?
204(1)
6.2 Does My Game Need a Story?
204(1)
6.3 How to Tell a Story
205(1)
6.4 The Building Blocks of a Story
206(5)
6.4.1 Characters
206(1)
6.4.2 Setting
206(1)
6.4.3 The Problem
207(2)
6.4.4 The Plot
209(1)
6.4.5 The Solution
209(1)
6.4.6 The Theme
210(1)
6.5 Aristotle and the Greeks
211(6)
6.5.1 Plot
212(2)
6.5.2 Characters
214(1)
6.5.3 Thought
215(1)
6.5.4 Diction
215(1)
6.5.5 Melody
216(1)
6.5.6 The Spectacle
216(1)
6.6 The Return of Joseph Campbell
217(5)
6.6.1 The Ordinary World
219(1)
6.6.2 Call to Adventure
219(1)
6.6.3 Refusal of the Call
219(1)
6.6.4 Meeting the Mentor
220(1)
6.6.5 Crossing the Threshold
220(1)
6.6.6 Tests, Allies, and Enemies
220(1)
6.6.7 Approaching the Cave
221(1)
6.6.8 The Ordeal
221(1)
6.6.9 The Reward
221(1)
6.6.10 The Road Back
222(1)
6.6.11 Resurrection
222(1)
6.6.12 Return with Elixir
222(1)
6.7 Story Design
222(9)
6.7.1 The Theme
223(1)
6.7.2 Characters
224(1)
6.7.3 Setting and Backstory
225(1)
6.7.4 The Problem
226(1)
6.7.5 The Plot
227(1)
6.7.6 The Solution
228(1)
6.7.7 Dialogue
228(3)
6.8 Putting the Story into the Game
231(25)
6.8.1 Voice-Over Narration
232(3)
6.8.2 Written Text
235(3)
6.8.3 Character Dialogue
238(17)
6.8.4 Journal Systems
255(1)
6.9 Summary
256(1)
Vocabulary
256(1)
Review Quiz
257(1)
Exercises
257(1)
Design Document
257(2)
Chapter 7 Environment
259(54)
7.1 Environments for Stories
260(1)
7.2 Environments for Games
261(8)
7.2.1 Controlling the Player
261(2)
7.2.2 Informing the Player
263(1)
7.2.3 Challenging the Player
264(1)
7.2.4 The Final Design
265(4)
7.3 Creating the Terrain in Unity
269(10)
7.3.1 Settings
271(2)
7.3.2 Terrain Collider
273(1)
7.3.3 Height Tools
274(5)
7.4 Dressing a Terrain with Standard Content
279(22)
7.4.1 Painting Textures
279(9)
7.4.2 Adding Water
288(1)
7.4.3 Adding Trees
289(7)
7.4.4 Adding Grass
296(5)
7.5 Adding Imported Assets
301(6)
7.6 Lighting the Environment
307(1)
7.7 Boundaries
307(3)
7.8 Summary
310(1)
Vocabulary
311(1)
Review Quiz
311(1)
Exercises
312(1)
Design Document
312(1)
Chapter 8 Mechanics
313(36)
8.1 What Are Game Mechanics?
314(3)
8.1.1 The Core Mechanics
314(1)
8.1.2 Victory and Loss Conditions
315(1)
8.1.3 Balance Mechanics
316(1)
8.1.4 Story Mechanics
316(1)
8.1.5 System Mechanics
317(1)
8.2 Where Do Mechanics Come From
317(1)
8.3 Designing Our Mechanics
318(7)
8.3.1 The Checkpoint System
319(1)
8.3.2 Respawning Sancho
320(1)
8.3.3 Sancho and Water
321(2)
8.3.4 Sancho's Collection System
323(2)
8.4 Implementing Our Mechanics
325(18)
8.4.1 The Checkpoint System
325(5)
8.4.2 Sancho and Water
330(3)
8.4.3 Respawning Sancho
333(5)
8.4.4 Sancho's Collection System
338(5)
8.5 Summary
343(1)
Vocabulary
344(1)
Review Quiz
344(1)
Exercises
345(1)
Design Document
345(4)
Section III Bringing It Together
Chapter 9 Audio
349(42)
9.1 How Audio Is Used in Games
350(4)
9.1.1 Music
350(2)
9.1.2 Ambience
352(2)
9.1.3 Sound Events
354(1)
9.2 Finding Audio
354(2)
9.3 Introduction to Audacity
356(8)
9.3.1 Cutting Up an Audio File
357(3)
9.3.2 Applying Effects to Audio
360(4)
9.3.3 Adjusting Volume Levels
364(1)
9.4 Audio in Unity
364(11)
9.4.1 2D Audio
366(3)
9.4.2 3D Audio
369(2)
9.4.3 Playing Ambient Audio
371(4)
9.4.4 Playing Background Music
375(1)
9.5 Using Play Maker to Play Audio
375(11)
9.5.1 Background Music
376(3)
9.5.2 Ambient Sounds
379(3)
9.5.3 Effects for Events
382(4)
9.6 Summary
386(1)
Vocabulary
387(1)
Review Quiz
387(1)
Exercises
388(1)
Design Document
388(3)
Chapter 10 The User Interface
391(58)
10.1 The Types of User Interfaces
392(1)
10.1.1 Menu-Based Systems
392(1)
10.1.2 Heads-Up Display Systems and Overlays
392(1)
10.2 User Interface Design
393(9)
10.2.1 HUD Design
394(3)
10.2.2 Menu Design
397(1)
10.2.3 Basics of Color Theory
398(4)
10.3 The User Interface System of Unity
402(18)
10.3.1 Building Blocks of uGUI
402(2)
10.3.2 Constructing the Main Menu
404(8)
10.3.3 Constructing the HUD Overlay
412(6)
10.3.4 Polishing the Dialogue Work
418(2)
10.4 Updating the User Interface with Play Maker
420(24)
10.4.1 Responses on the Main Menu
421(9)
10.4.2 Updating the Overlay
430(10)
10.4.3 Integrating the Dialogue System
440(4)
10.5 Summary
444(1)
Vocabulary
445(1)
Review Quiz
445(1)
Exercises
446(1)
Design Document
447(2)
Chapter 11 Testing, Tweaking, and Publishing
449(24)
11.1 What Is Testing?
450(7)
11.1.1 Hunting Bugs
452(1)
11.1.2 Play-Through Testing
453(1)
11.1.3 Unit Testing
454(3)
11.1.4 Break Testing
457(1)
11.2 Fixing and Tweaking
457(3)
11.2.1 Fixing the Following Sheep
458(2)
11.3 Building the Game
460(10)
11.3.1 Game Development Life Cycle
462(1)
11.3.2 Build Options in Unity
463(2)
11.3.3 Creating a Stand-Alone Build
465(5)
11.4 Summary
470(1)
Vocabulary
471(1)
Review Quiz
472(1)
Exercises
472(1)
Design Document
472(1)
Index 473
Jere Miles is the lead instructor of game development at Wilkes Community College, Wilkesboro, North Carolina. He earned his BS in computer science from Florida State University and his MS in computer science from Appalachian State University. While at ASU, his graduate thesis and research focused on improving the believability of non-player characters within simulated environments such as video games. He has been creating games since first learning BASIC on an Atari 800 back in the early 1980s. His specific interest within video game development revolves around stories and characters drawing heavy inspiration from the gameplay mechanics of old text adventures and point-and-click adventure games. He has been married for 20 years and has two boys preparing the enter college.