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

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

Author:John P. Doran [Doran, John P.]
Language: eng
Format: azw3, pdf
Publisher: Packt Publishing
Published: 2016-05-25T04:00:00+00:00


At this point, we will not need to import any packages as we'll be making everything from scratch. From there, if you see the Welcome to Unity popup, feel free to close it out as we won't be using it.

Create the following folders just as we described in the previous chapters:Prefabs

Scenes

Scripts

Tile-based level creation

For most games with content, you'll typically have levels, each with their own environments. When building levels in games, there are some advantages to placing everything by hand, but if you're creating a game with many levels, that work will decrease your productivity. It's also important to note that the more assets you create for your game, the higher the cost will be in terms of development time and/or price to hire someone to do the art for you.

With that in mind, it's a much better idea to create parts that can be reused to create games. If you've played older 2D games in the past, such as an adventure, RPG, or platforming game, you may have realized that there were a lot of places in the world that looked similar to each other, such as the trees, a wall, chest, and door.

The reason they looked similar is due to the fact that they were using the same sprites. This is because they were tile-based games. A tile-based game is where the playing area consists of small rectangular, square, or hexagonal graphic images, referred to as tiles. Imagine a grid of blocks where every block is given a number or ID. Based on the ID, the game will determine how that grid is drawn and behaves when a player interacts with it.

An important thing to mention is that tile-based games are not a distinct genre; rather, the term refers to the technology a game engine uses for its visual representation. For example, most of the Pokémon series of games are top-down role-playing video games and the traditional Mario series of games are side-scrolling platformers, but both use a tile-based system for graphics. Tile-based techniques allow developers to create large levels quickly with relatively few art assets, which is great as a programmer.

To show how easy it is to build, we will be coding a tile-based system for this project:

The first thing that we're going to want to do is actually create the blocks we'll be placing for the world. Let's first create a Cube by selecting GameObject | 3D Object | Cube.

We want this cube to have collision so our player can collide against it, but this time, we will use a Box Collider. Check the Inspector to confirm that it is there. If not, add this component by selecting Component | Physics | Box Collider:



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