Chapter Eight Developing the State Machine
1. It's time to code the State Machine so we can test its operation.
2. We need to write the code for four initial States, the StateManager, and use the
3. We will first have the State Machi
Chapter One Discovering Your Hidden
1. Let's begin our journey by eliminating any anxiety about writing scripts for Unity,
and become familiar with our scripting environment.
2. Great news if you are a scripting beginner!
3. This book is
Chapter Nine Start Building a Game and Get the
Basic Structure Running
1. Everything you've learned in this book up to this point has mostly been about
getting to know C#, and how to use it at a relatively basic level.
2. Unity has been used more like a h
Chapter 4 Getting into the Details of Methods
1. You will be declaring and using variables in many places in a script. The variables that I have
shown you so far are called member variables.
2. At the beginning of Chapter 3, Getting into the Details of Va
Chapter 5 Making Decisions in Code
1. One of the primary duties of a computer is controlling what happens next
when certain conditions are met.
2. Certainly you've had to make decisions about all kinds of things in your life every day.
3. We all do it all
Chapter Ten Moving Around, Collisions,
and Keeping Score
1. As we enter the PlayStates, the Player needs to be able to move around in the
2.A common way to move the Player is by using the Transform Component
3. With all this moving around,
Chapter 6 Using Dot Syntax for Object
1. Scripts do many things by accessing the features built into Unity and third-party
2. The Unity Scripting Reference is our link to the built-in Unity features.
The thing is, exactly how do we
Chapter Seven Creating the Gameplay is Just a Part
of the Game
1. Gameplay is usually the main thing everyone thinks of when first undertaking
the creation of a game.
2. Build a scene, fill it with GameObjects, and write the
3. After the game is
Chapter Two Introducing the Building Blocks
for Unity Scripts
1. For those people who get sweaty palms just thinking of the word script, wipe your hands and
2. You are constantly going to see the words function and method used everywhere as
Chapter Three Getting into the Details of Variables
1. Initially, computer programming appears difficult to beginners due to the fact
how words are used in code.
2. It's not the actual words that cause the problem because, for the most part, many of the w
1. In classic point-and-click adventure games, one of the most entertaining and challenging goals is to
collect anything and everything that is not nailed down and then try to figure out where it needs to be
2. To make th
1. In point-and-click games, cursors are a large part of the user experience. Besides showing the user
where the cursor pick point is, they often give the user clues as to when they are over an action object
and even the type of
1. Having made a good start on the cursor, now you are probably thinking about adding action objects,
some of which will animate.
2. Obviously, the handful of primitive objects available in Unity wont go very far for creatin
Navigation and Functionality
1. Fortunately, Unity provides a prefab for a first-person shooter-type controller.
2. It consists of a Capsule Collider to provide physical interaction with the scene, a camera to provide
the viewpoint, and scrip
Scripting: Getting Your Feet Wet
1. The heart of interactivity is scripting. In Unity, pretty much everything needs to be scripted.
2. Fortunately, there are ready-made scripts from a multitude of sources.
3. Unity ships with a large collection
1. While the first two are essentially a lookup table for the picked object, the rest are instructions for
handling the optional auxiliary objects that are also a part of the same transition.
2. Lets start by handling the
Unity UI Basics
1. When you create a new project, a directory or folder is created, with sub-folders containing the
2. Be sure to note where the project is installed or use the Browse button to select a different location.
Introduction to Game Development
1. If you are old enough to have been around during much of the adventure games history, youve
probably gotten ideas for your own game, based on the most successful and entertaining features of the
Terrain Generation: Creating a Test Environment
1. One feature common to many game engines is a terrain editor.
2. It allows you not only to sculpt your idea into being but to populate it with foliage, from grass to
bushes to trees, via paint
1. Before delving into animations, lets do a quick scene check and navigate around our new objects.
2. As you may remember, before you can interact with an object, it will need a collider.
3. You will also need a collider to p
The Elements Support a Theme
1. Great themes and deep meanings are often associated with literature or with great
works of art.
2. Is it pretentious for a mere game to aspire to the same levels of
3. As game designers, we must confron
The Game Begins with an Idea
1. Hopefully, this book will inspire you to try designing some games of your own.
2. When you do that (maybe you have already), you might be thinking that you arent
going about it the right way, not using the methods
The Game Consists of Elements
1. When my daughter was three years old, she became quite curious one day about
what different things were made of.
2. List the main componants of a game:
1. Mechanics: These are the procedures and rules of your gam
The Game is Made for a Player
1. At one point in his career, Albert Einstein was asked by a small local organization
to be the guest of honor at a luncheon and to give a lecture about his research.
2. He agreed to do so. The luncheon was quite p
The Experience Rises Out of a Game
1. It is wonderful to talk about the design of experiences. Creating great experiences
is indeed our goal.
2. But we cannot touch experiences. We cannot manipulate them
directly. What a game designer can contro
Some Elements are Game Mechanics
1. We have talked a lot about designers, players, and the experience of game playing.
It is time to talk nuts and bolts about what games are really made of.
2. It is time to talk nuts and bolts about what games
In the Beginning, There Is the Designer
1. many have a crisis of confidence.
Anthropology You will be studying your audience in their natural habitat, trying to figure out their hearts desire, so that your games might satisfy that desire.
The Game Improves Through Iteration
1. After a painfully rapturous brainstorming session, you have a huge list of ideas in
front of you.
2. his is where many designers trip up.
3. They have so many ideas they like, they arent sure what to pick.
The Designer Creates an Experience
1. In the last chapter we established that everything begins with the game designer,
and that the game designer needs certain skills.
2. Now it is time to begin talking about what a game designer uses those ski
The Experience is in the Players Mind
1. We have already discussed that ultimately, experiences are what a game designer
2. These experiences can only happen in one place the human brain.
Entertaining the human brain is hard because it