目錄(106章)
倒序
- 封面
- 版權頁
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Overview
- Getting assets
- Welcome to 2D
- Summary
- Chapter 2. Building a Character
- Getting your project started – the right way
- Understanding components
- Creating the project
- Classes
- Planning behaviors
- Introducing the Unity sprite system
- Putting it together
- Going further
- Summary
- Chapter 3. Getting Animated
- Sprite animation
- Putting it together
- Going further
- Summary
- Chapter 4. The Game World
- Backgrounds and layers
- Building the scene
- Working with the camera
- Transitioning and bounds
- Backgrounds and active elements
- Shaders and 2D
- Going further
- Summary
- Chapter 5. NPCs and Interactions
- Considering an RPG
- Advanced programming techniques
- Communicating between game objects
- Background tasks and Coroutines
- Serialization and scripting
- Putting it all together
- Going further
- Summary
- Chapter 6. The Big Wild World
- The larger view
- Putting it together
- Going further
- Summary
- Chapter 7. Encountering Enemies and Running Away
- Event systems
- Exploring randomness
- Basic Artificial Intelligence
- State machines
- Sensors
- Putting it together
- Going further
- Summary
- Chapter 8. Shopping for Weapons
- Why do we shop?
- The power of an item
- Building your shop
- Laying out your inventory
- Getting paid
- Putting it together
- Going further
- Summary
- Chapter 9. Getting Ready to Fight
- Efficient RPG UI overlays
- Putting it together
- Going further
- Summary
- Chapter 10. Fight and Gain XP
- Proving ground
- Leveling up
- Balancing
- Putting it together
- Going further
- Summary
- Chapter 11. Onward Wary Traveler
- Extending the editor
- Building in-game menu structures
- Working with settings
- Going further
- Summary
- Chapter 12. Deployment and Beyond
- Handling platform differences
- Pushing code from Unity3D
- Building your assets
- Packaging gotchas
- Marketing your game
- Summary
- Appendix A. Additional Resources
- Scripting resources
- Useful assets
- Sources of art and SFX
- Highlights from the Web
- Index 更新時間:2021-09-03 09:45:23
推薦閱讀
- Augmented Reality with Kinect
- 基于Proteus和Keil的C51程序設計項目教程(第2版):理論、仿真、實踐相融合
- R Deep Learning Essentials
- Spring Cloud微服務架構實戰
- 基于Proteus仿真的51單片機應用
- Hands-On Artificial Intelligence for Banking
- Source SDK Game Development Essentials
- 無蘋果不生活:OS X Mountain Lion 隨身寶典
- 單片機技術及應用
- 單片機原理及應用:基于C51+Proteus仿真
- Hands-On Deep Learning for Images with TensorFlow
- 單片機項目設計教程
- Nagios系統監控實踐(原書第2版)
- Practical Artificial Intelligence and Blockchain
- Learning Microsoft Cognitive Services
- Hands-On Markov Models with Python
- Sketchbook Pro Digital Painting Essentials
- 三菱FX2N系列PLC入門與應用實例
- 視頻處理加速及應用實踐:基于英特爾GPU
- Mastering Adobe Photoshop Elements 2020
- 提高C++性能的編程技術
- 89C51單片機實用教程
- Blender 3D Printing Essentials
- VMware Virtual SAN權威指南(原書第2版)
- Hands-On Convolutional Neural Networks with TensorFlow
- 基于C語言與Proteus聯合仿真的單片機技術
- 計算機主板維修不是事兒(第2版)
- CXL體系結構:高速互連的原理解析與實踐
- 筆記本電腦維修寶典
- 常用辦公設備使用與維護