Game Prototyping in Unity

Game Prototyping in Unity.
 Tutorial went over the importance and value of planning out game design starting with and idea in 2D and then fleshing out in 3D. In Chapter Two we then went about creating a white box of the game testing the layout from the player's perspective for scale and game play and then tweaking the design.
In Chapter Three we began importing art assets (fbx format) and adding sound, colliders, learned about prefabs and how to place the audio.

Chapter Four covered creating and manipulating a character controller scripting related to attacks, orienting that on the character, baking a navmesh (and corrected issues if the navmesh (the area in blue) isn't fully connected) and interaction with collisions.

Chapter Five we went over scripting interactions, such as making a key and lock (has key), setting a goal, and making game interactions more obvious to the player, because let's face it, no one really LIKES to read the instructions.
And then went over adding text to the canvas and making display screens, start, win, and lose screens for the User Interface.





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