Friday, December 12, 2014

My review of "Unity Game Development Blueprints"



“Unity Game Development Blueprints” by John P. Doran is a book about creating three different games in Unity 4.6.  Packtpub’s listing for the book at http://bit.ly/unitybl includes a fairly hefty download of the assets for the games you will create.  This is an “advanced beginner”-to-intermediate level programmer book and the author has provided videos of the completed games at https://www.youtube.com/user/netravelr/videos.
                Over the course of the first two chapters you create a 2D game called Twin-Stick Shooter.  The author compares this design to the game Geometry Wars. In the first chapter the whole game is created with all the usual trappings.  The second chapter goes into detail on creating the interface for the game using the Unity legacy GUI system.  One of the things I liked about this book is that at the end of each chapter the author provides challenges for you to personalize the game and make it your own. 
                In chapter 3 you get to create a side-scrolling platformer which combines 2D and 3D gaming.  I found this chapter very interesting in that you create your own tile-based level.  This is something that I have always wanted to do and the chapter is a nice introduction into how this could be accomplished.  It also prepares you for later chapters in which you set-up a 3D environment using prefabs that you create.
                The rest of the book, with the exception of chapter 9, is dedicated to creating a 3D FPS.  Chapter 4 is all about creating a terrain for the game which includes making your own skybox and using the Basic water component that comes with the free version of Unity.  Chapter 5 covers the creation of an indoor level using prefabs that you place and snap together.  Chapter 6 is all about the gameplay and creating the AI for the game. 
                In chapter 7 you learn about creating saves for all three games you have made.  I really enjoyed this chapter as I have always wondered how this was done.  Mr. Doran provides a way of storing information for your game that is installed on a player’s machine.   He also provides a link for using XML serialization. Chapter 8 is all about putting finishing touches on the game including setting up a free installer for the games.  I think this definitely helps to make your game look more professional. 
                The book ends with a whole chapter covering the new User Interface system in Unity 4.6.  The interface for Twin-Stick Shooter is recreated using the new UI. 
                I really enjoyed this book on Unity.  I like the fact that it is new, current with the latest Unity release and that the games you program are fun to play.  I also like that Mr. Doran doesn’t hold your hand throughout developing each of the three games.  If you have already completed some introductory tutorials on Unity then this is the book for you!
      The contest continues for another week.  Please post your comment for a chance to win a free copy of this great book. 

Thursday, December 4, 2014

A fantastic contest for you to win an e-copy of "Unity Game Development Blueprints!"

I've been given another opportunity by the kind people at Packtpub to review the book, "Unity Game Development Blueprints" by John P. Doran who has written so many other great books for Packtpub.  My review of the book will be posted on December 12th.


Win A Free Copy of Packt's Unity Game Development Blueprints

 We are pleased to announce that we have teamed up with Packt Publishing and are organizing a giveaway especially for you. All you need to do is just comment below the post and win a free e-copy of Unity Game Development Blueprints. Two lucky winners stand a chance to win an e-copy of the book. Keep reading to find out how you can be one of the Lucky One.


                                                    

                                                     
                                                   

 Overview of Unity Game Development Blueprints

·           Create a wide variety of projects with Unity in multiple genres and formats
·           Complete art assets with clear step-by-step examples and instructions to complete all tasks using Unity, C#, and MonoDevelop
·           Develop advanced internal and external environments for games in 2D and 3D
How to Enter?
Simply post your expectations from this book in comments section below. You could be one of the 2 lucky participants to win the copy.
DeadLine:

The contest will close on December 19th,2014. Winners will be contacted by email, so be sure to use your real email address when you comment!

Monday, December 1, 2014

An interesting book on Unity Physics



               “Learning Unity Physics” by K. Aava Rani is a book about the wide variety of physics components that are available in Unity and how to use them.  The book was written to work with Unity version 4.1; but I used the Beta of Unity version 4.6 and encountered no problems.  As I write this review Unity version 4.6 has just finished the Beta phase and been formally released.  There aren’t any files to download for this book.  All examples are fairly short and should be easy to type in.
                Chapter one is an overview of the physics components available in Unity.  The engine has many colliders, provides physics for materials, joints, hinges and features several other types of components.  This chapter lists them and gives a brief description on how they are used in games.
                Chapter two details the variety of 2D and 3D colliders that are used and gives an example of each.  Wheel and mesh colliders are also explained and examples are given. Examples of trigger colliders and compound colliders are explained.
                Chapter three is all about three types of matrices.  Unity has collision, trigger and layer based collision matrices.  Useful charts are given that show how rigidbodies and triggers will interact with these matrices. A very nice example of a layer based collision matrix is presented.
                Chapter four covers the two types of rigidbodies; physics and kinematic.  Both types are discussed and an example is given for each.  Chapter five covers joints and how they can be configured in Unity.  Unity has spring, hinge and character joints and the chapter discusses each type.
                Chapter six discusses using physics and animation.  Unity provides physics for cloth animation.  Unity also allows for constant force to be applied to an object as well as adding force and torque.  Chapter seven provides several ways in which these physics components can be optimized to improve the performance of your game. 
                I enjoyed reading “Learning Unity Physics.”  A lot of this information is available for free on Unity’s website and in the many other tutorials available for Unity.  This books provides an easy way of accessing this information and also provides more detailed examples than those found in Unity’s excellent documentation.  The book can be found at  http://bit.ly/1wXpqiE