Kelley | No-Code Video Game Development Using Unity and Playmaker | Buch | 978-1-138-42761-7 | sack.de

Buch, Englisch, 314 Seiten, Format (B × H): 243 mm x 165 mm, Gewicht: 596 g

Kelley

No-Code Video Game Development Using Unity and Playmaker


1. Auflage 2017
ISBN: 978-1-138-42761-7
Verlag: Taylor & Francis Ltd

Buch, Englisch, 314 Seiten, Format (B × H): 243 mm x 165 mm, Gewicht: 596 g

ISBN: 978-1-138-42761-7
Verlag: Taylor & Francis Ltd


In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!

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Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Introduction to Unity. What is Unity and What Makes it Awesome? The Unity Interface at a Glance. Main Menu Bar: File, Scene, and Project. Assets, Saving and Importing Packages. GameObject, the Noun. Component, the Verb. Edit, Window, and Help. The Tool Bar, Local vs. World Space And Pivots. Hierarchy, Everything in Your Scene. Project, Everything Available To You. Scene, Navigate Your New World. Game, When It's Time To Play. Inspector, Take A Look At This! Console, The Villain. State Machine Basics. What is a State Machine and What Makes it Awesome? Operations, Conditionals, and Variables; Easy-Peasy Vocab. Flow Charts. Playmaker. What is Playmaker and How Did it Get So Awesome? Setting Up and Looking Around. The Mini-Map. The Tabbed Interface. Action! Recreating Our Flow-Chart. Making Things Happen. Game Making. Indie By Design. Get To The Chopper! Setting Up the Terrain, Lighting, and Our Art Assets. Mecanim, Another State. The Enemy: Hardwired To Kill. Our Gun: Hardwired To Shoot. Taking Damage! GUI.


Michael Kelley



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