Preface |
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xv | |
Acknowledgments |
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xxiii | |
Section I Background |
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3 | (20) |
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4 | (2) |
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6 | (1) |
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6 | (1) |
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7 | (1) |
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7 | (3) |
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8 | (1) |
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1.3.2 Working in the Industry |
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8 | (2) |
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1.4 What Types of Games Are There? |
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10 | (9) |
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10 | (1) |
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11 | (1) |
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12 | (1) |
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13 | (1) |
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14 | (1) |
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15 | (1) |
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16 | (1) |
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17 | (1) |
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18 | (1) |
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18 | (1) |
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19 | (1) |
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20 | (1) |
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20 | (1) |
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20 | (1) |
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21 | (2) |
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Chapter 2 Design Document |
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23 | (18) |
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2.1 Introduction to the Design Document |
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24 | (5) |
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2.1.1 Do We Need a Design Document? |
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25 | (1) |
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26 | (1) |
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2.1.3 Logical Design versus Descriptive Design |
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27 | (1) |
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28 | (1) |
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2.2 Sections of the Design Document |
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29 | (8) |
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30 | (3) |
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33 | (1) |
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34 | (1) |
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35 | (1) |
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36 | (1) |
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37 | (1) |
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37 | (1) |
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38 | (1) |
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38 | (1) |
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39 | (1) |
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39 | (2) |
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Chapter 3 Using Unity and Play Maker |
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41 | (48) |
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42 | (2) |
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44 | (8) |
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52 | (8) |
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3.4 Installing Play Maker |
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60 | (3) |
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3.5 Play Maker's Interface |
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63 | (2) |
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65 | (5) |
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70 | (15) |
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85 | (1) |
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85 | (1) |
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85 | (1) |
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86 | (1) |
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86 | (3) |
Section II Building Blocks |
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89 | (62) |
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4.1 The Purpose of Characters |
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90 | (1) |
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4.2 Do Games Need Characters' |
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90 | (1) |
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4.3 Traditional Character Types |
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91 | (6) |
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93 | (1) |
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93 | (1) |
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94 | (1) |
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95 | (1) |
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95 | (1) |
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95 | (1) |
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96 | (1) |
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4.3.8 The Threshold Guardian |
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96 | (1) |
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97 | (2) |
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97 | (1) |
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98 | (1) |
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98 | (1) |
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99 | (3) |
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4.6 Character Asset Design |
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102 | (3) |
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4.7 Importing Assets in Unity |
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105 | (17) |
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105 | (2) |
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4.7.2 Importing 3D Assets |
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107 | (4) |
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4.7.3 Settings for Imported 3D Assets |
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111 | (9) |
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4.7.4 From 3D Assets to Player Controllable Assets |
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120 | (2) |
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4.8 Character Control Systems with Play Maker |
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122 | (25) |
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4.8.1 Designing the Character Response System |
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123 | (3) |
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4.8.2 Getting Input through Unity |
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126 | (1) |
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4.8.3 Building State Machines in Play Maker |
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126 | (26) |
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127 | (11) |
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138 | (2) |
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140 | (5) |
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4.8.3.4 The Camera Follows Sancho |
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145 | (2) |
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147 | (1) |
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147 | (1) |
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148 | (1) |
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149 | (1) |
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149 | (2) |
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Chapter 5 Non-Player Characters |
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151 | (52) |
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5.1 What Is Artificial Intelligence' |
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152 | (1) |
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5.2 Some Different Types of Artificial Intelligence |
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152 | (9) |
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152 | (2) |
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154 | (2) |
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156 | (1) |
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5.2.4 Mathematical Behavior Modeling |
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157 | (2) |
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5.2.5 Evolutionary Systems |
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159 | (2) |
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5.3 Selecting an Artificial Intelligence System |
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161 | (1) |
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5.4 Designing a Threshold Guardian |
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162 | (5) |
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5.5 Implementing the Threshold Guardian |
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167 | (32) |
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168 | (3) |
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171 | (9) |
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5.5.3 Spotting the Player |
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180 | (4) |
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5.5.4 Attacking the Player |
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184 | (6) |
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190 | (4) |
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5.5.6 Connecting the Attack and Health States |
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194 | (2) |
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196 | (3) |
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199 | (1) |
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200 | (1) |
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200 | (1) |
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201 | (1) |
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201 | (1) |
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202 | (1) |
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203 | (56) |
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204 | (1) |
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6.2 Does My Game Need a Story? |
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204 | (1) |
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205 | (1) |
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6.4 The Building Blocks of a Story |
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206 | (5) |
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206 | (1) |
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206 | (1) |
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207 | (2) |
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209 | (1) |
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209 | (1) |
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210 | (1) |
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6.5 Aristotle and the Greeks |
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211 | (6) |
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212 | (2) |
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214 | (1) |
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215 | (1) |
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215 | (1) |
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216 | (1) |
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216 | (1) |
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6.6 The Return of Joseph Campbell |
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217 | (5) |
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219 | (1) |
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219 | (1) |
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6.6.3 Refusal of the Call |
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219 | (1) |
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220 | (1) |
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6.6.5 Crossing the Threshold |
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220 | (1) |
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6.6.6 Tests, Allies, and Enemies |
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220 | (1) |
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6.6.7 Approaching the Cave |
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221 | (1) |
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221 | (1) |
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221 | (1) |
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222 | (1) |
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222 | (1) |
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6.6.12 Return with Elixir |
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222 | (1) |
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222 | (9) |
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223 | (1) |
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224 | (1) |
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6.7.3 Setting and Backstory |
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225 | (1) |
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226 | (1) |
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227 | (1) |
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228 | (1) |
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228 | (3) |
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6.8 Putting the Story into the Game |
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231 | (25) |
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6.8.1 Voice-Over Narration |
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232 | (3) |
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235 | (3) |
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238 | (17) |
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255 | (1) |
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256 | (1) |
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256 | (1) |
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257 | (1) |
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257 | (1) |
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257 | (2) |
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259 | (54) |
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7.1 Environments for Stories |
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260 | (1) |
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7.2 Environments for Games |
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261 | (8) |
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7.2.1 Controlling the Player |
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261 | (2) |
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7.2.2 Informing the Player |
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263 | (1) |
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7.2.3 Challenging the Player |
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264 | (1) |
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265 | (4) |
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7.3 Creating the Terrain in Unity |
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269 | (10) |
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271 | (2) |
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273 | (1) |
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274 | (5) |
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7.4 Dressing a Terrain with Standard Content |
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279 | (22) |
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279 | (9) |
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288 | (1) |
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289 | (7) |
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296 | (5) |
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7.5 Adding Imported Assets |
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301 | (6) |
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7.6 Lighting the Environment |
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307 | (1) |
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307 | (3) |
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310 | (1) |
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311 | (1) |
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311 | (1) |
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312 | (1) |
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312 | (1) |
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313 | (36) |
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8.1 What Are Game Mechanics? |
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314 | (3) |
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314 | (1) |
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8.1.2 Victory and Loss Conditions |
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315 | (1) |
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316 | (1) |
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316 | (1) |
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317 | (1) |
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8.2 Where Do Mechanics Come From |
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317 | (1) |
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8.3 Designing Our Mechanics |
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318 | (7) |
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8.3.1 The Checkpoint System |
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319 | (1) |
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320 | (1) |
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321 | (2) |
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8.3.4 Sancho's Collection System |
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323 | (2) |
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8.4 Implementing Our Mechanics |
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325 | (18) |
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8.4.1 The Checkpoint System |
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325 | (5) |
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330 | (3) |
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333 | (5) |
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8.4.4 Sancho's Collection System |
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338 | (5) |
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343 | (1) |
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344 | (1) |
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344 | (1) |
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345 | (1) |
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345 | (4) |
Section III Bringing It Together |
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349 | (42) |
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9.1 How Audio Is Used in Games |
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350 | (4) |
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350 | (2) |
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352 | (2) |
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354 | (1) |
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354 | (2) |
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9.3 Introduction to Audacity |
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356 | (8) |
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9.3.1 Cutting Up an Audio File |
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357 | (3) |
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9.3.2 Applying Effects to Audio |
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360 | (4) |
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9.3.3 Adjusting Volume Levels |
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364 | (1) |
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364 | (11) |
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366 | (3) |
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369 | (2) |
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9.4.3 Playing Ambient Audio |
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371 | (4) |
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9.4.4 Playing Background Music |
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375 | (1) |
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9.5 Using Play Maker to Play Audio |
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375 | (11) |
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376 | (3) |
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379 | (3) |
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382 | (4) |
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386 | (1) |
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387 | (1) |
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387 | (1) |
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388 | (1) |
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388 | (3) |
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Chapter 10 The User Interface |
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391 | (58) |
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10.1 The Types of User Interfaces |
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392 | (1) |
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10.1.1 Menu-Based Systems |
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392 | (1) |
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10.1.2 Heads-Up Display Systems and Overlays |
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392 | (1) |
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10.2 User Interface Design |
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393 | (9) |
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394 | (3) |
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397 | (1) |
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10.2.3 Basics of Color Theory |
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398 | (4) |
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10.3 The User Interface System of Unity |
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402 | (18) |
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10.3.1 Building Blocks of uGUI |
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402 | (2) |
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10.3.2 Constructing the Main Menu |
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404 | (8) |
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10.3.3 Constructing the HUD Overlay |
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412 | (6) |
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10.3.4 Polishing the Dialogue Work |
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418 | (2) |
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10.4 Updating the User Interface with Play Maker |
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420 | (24) |
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10.4.1 Responses on the Main Menu |
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421 | (9) |
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10.4.2 Updating the Overlay |
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430 | (10) |
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10.4.3 Integrating the Dialogue System |
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440 | (4) |
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444 | (1) |
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445 | (1) |
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445 | (1) |
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446 | (1) |
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447 | (2) |
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Chapter 11 Testing, Tweaking, and Publishing |
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449 | (24) |
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450 | (7) |
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452 | (1) |
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11.1.2 Play-Through Testing |
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453 | (1) |
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454 | (3) |
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457 | (1) |
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457 | (3) |
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11.2.1 Fixing the Following Sheep |
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458 | (2) |
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460 | (10) |
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11.3.1 Game Development Life Cycle |
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462 | (1) |
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11.3.2 Build Options in Unity |
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463 | (2) |
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11.3.3 Creating a Stand-Alone Build |
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465 | (5) |
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470 | (1) |
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471 | (1) |
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472 | (1) |
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472 | (1) |
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472 | (1) |
Index |
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473 | |