Game Development with Unity 2D – part 3: GUI, or No Text is an Island

This is the third part of a voyage in Unity 2D development, where we document in video the design and development of a simple strategic game reproducing the Battle of the Teutoburg Forest. Here are Part 1, Part 2, Part 4.

Video

In this part three we are going to have health bars, labels and winning conditions; here is the video (also directly on YouTube watch it in HD for a better experience): [Read more…]

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Game Development with Unity 2D – part 2: Javelins & Battle Cries

This is the second part of a voyage in Unity 2D development, where we document in video the design and development of a simple strategic game reproducing the Battle of the Teutoburg Forest. Here are Part 0, Part 1, Part 3, Part 4, Part 5. [Read more…]

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Game Development with Unity 2D – part 1: The Battle of the Teutoburg Forest

In this episode of our voyage in Unity 2D development, we create the first version of our Battle of the Teutoburg Forest.

Here are Part 0, Part 2, Part 3, Part 4, Part 5.

Teutoburg Battle

In this first video we see the basics of Unity 2D sprites and animations (as provided in Unity 4.3 and following), and a base class structure for a strategic game.  [Read more…]

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Game Development with Unity 2D – Part 0

Before we start our tutorial, lets look at others. Here are Part 1, Part 2, Part 3, Part 4, Part 5.

Some cool Unity 2D (4.3+) tutorials

Unity now includes specific tools for building 2D games. This makes it an even more attractive environment where to begin game development. While the Unity fellows are trying hard to make things as easy as possible, the 2D tools are not entirely trivial to use – game development is intrinsically complex. [Read more…]

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Why is Unity so popular for videogame development?

When I started studying the peculiar world of videogame development, I soon met the confusingly named Unity3D as the reference tool used by many practitioners of the black art of game creation. I (wrongly) classified it as a tool for those in realistic 3D games (a style many in Indie games today don’t particularly love – “We’re all effin’ tired of 3D”) telling myself “it must be a kind of Maya for games”. So I ignored it, as at the time the core of my interest was the game design dimension and not the development details, left to poorly paid slaves when needed (by which I mean myself, of course). [Read more…]

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A short note on using Object Oriented models in Unity

In the last weeks as a part of my learning Unity development I have been exploring how to integrate object oriented programming (OOP) modeling concepts in Unity, as done in projects such as in those by Brett Hewitt, Unity 4.x Game AI Programming,  in the Unity examples and in others created by friends. Given what a nice and evolved language is C#, the temptation of projecting the OOP techniques I’m used to in Java is irresistible.

One useful answer to a “root” doubt I got it here:

OOP for Unity

But my impression was more and more that I simply had to drop my “start modeling from the root” approach (coming from server side web development) as wrong, and now the point has become clear: in Unity you simply don’t begin at the top of the object hierarchy, not even closer: you begin at the bottom! MonoBehaviour is neither an interface nor an abstract class, but as concrete as it can be, handling e.g two timelines and a series of extension by components. The correct way is to use a component based approach, just like MonoBehaviour does, where your MonoBehaviour (flat, direct, and final) extensions instances can carry modeling properties which can use inheritance modeling.

Happier now Sorriso

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