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020    9781788626996|q(electronic bk.) 
020    |z9781788623469 
035    (MiAaPQ)EBC5520895 
035    (Au-PeEL)EBL5520895 
035    (OCoLC)1080999999 
040    MiAaPQ|beng|erda|epn|cMiAaPQ|dMiAaPQ 
050  4 QA76.76.C672 .K373 2018 
082 0  794.81525 
100 1  Karamian, Vahé 
245 10 Building an RPG with Unity 2018 :|bLeverage the Power of 
       Unity 2018 to Build Elements of an RPG. , 2nd Edition 
250    2nd ed 
264  1 Birmingham :|bPackt Publishing, Limited,|c2018 
264  4 |c©2018 
300    1 online resource (361 pages) 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
505 0  Cover -- Title Page -- Copyright and Credits -- Dedication
       -- Packt Upsell -- Contributors -- Table of Contents -- 
       Preface -- Chapter 1: What is an RPG? -- A brief history 
       of the genre -- Characteristics of an RPG -- Story and 
       setting -- A glimpse of a cRPG story -- Exploration and 
       quests -- A glimpse at our exploration and quests -- 
       Inventory system -- Character attributes and actions -- 
       Experience and leveling -- Combat system -- User 
       interaction and graphics -- Existing or upcoming RPG games
       -- MU Legend -- Titan Siege -- Citadel: Forged with Fire -
       - Cyberpunk 2077 -- Patterns in RPG -- Terminology -- 
       Contest tree -- Last Man Standing -- Negotiated Contest --
       Summary -- Chapter 2: Planning the Game -- Building our 
       RPG -- The story of the Zazar dynasty -- Backstory -- 
       Exploration and quests -- Awakening -- The village -- 
       Broken forest - the horizon -- The kingdom -- Asset 
       inventory -- Environment assets -- Medieval Environment 
       Pack -- Terrain Toolkit 2017 -- Nature Starter Kit 2 -- 
       Character assets -- Barbarians -- Orcs -- Villagers -- 
       Free Assets -- Level design -- Setting the stage -- 
       Terrain toolkit in a nutshell -- The Awakening -- Using 
       the terrain model -- Using a custom toolkit -- Skybox -- 
       Testing the level -- Creating the main menu -- Creating 
       the GameMaster script -- Summary -- Chapter 3: RPG 
       Character Design -- Character definitions -- Character 
       assets -- Base character class attributes -- Character 
       states -- Character model -- Default character models -- 
       Barbarian -- Villager -- Orc -- Let's get started -- 
       Rigging your model -- Character motion -- Animator 
       Controller -- Animation states -- Character controller -- 
       Modification to animations -- Inverse Kinematics -- 
       Setting the animation curve -- Summary -- Chapter 4: The 
       Game Mechanics -- Customizing the player character -- 
       Customizable parts -- User interface 
505 8  The code for character customization -- Preserving our 
       character state -- Recap -- Non-player characters -- Non-
       player character basics -- Setting up the non-player 
       character -- NPC Animator Controller -- NPC Attack -- NPC 
       AI -- PC and NPC interaction -- Summary -- Chapter 5: 
       GameMaster and Game Mechanics -- GameMaster -- Managing 
       game settings and audio -- Managing scenes -- Improving 
       GameMaster -- Level controller -- Audio controller -- 
       Player data management -- PC class enhancements -- 
       Character customization class update -- Changes to the 
       game level controller -- Testing -- Summary -- Chapter 6: 
       Inventory System -- Designing an inventory system -- 
       Weighted inventory -- Determining item types -- Creating 
       an inventory item -- Creating the prefab -- Adding an 
       inventory item agent -- Inventory items defined as prefabs
       -- Designing an inventory interface -- Creating the 
       inventory UI framework -- Designing a dynamic item viewer 
       -- Adding a scroll view -- Adding elements to PanelItem 
       and Scroll View -- Adding txtItemElement dynamically -- 
       Building the final inventory item UI -- Integrating the UI
       with the actual inventory system -- Hooking the category 
       buttons and displaying the data -- Testing the inventory 
       system -- Inventory items and the player character -- 
       Applying inventory items -- How it looks -- Summary -- 
       Chapter 7: User Interface and System Feedback -- Designing
       a heads-up display -- HUD basics -- Our design -- HUD 
       framework -- Completing our HUD design -- Character info 
       panel -- Active inventory items panel -- Special items 
       panel -- Integrating the code -- Enemy stats in the HUD --
       NPC stats user interface -- Creating the NPC canvas -- NPC
       taking a hit -- Enhancing the code -- Summary -- Chapter 8
       : Multiplayer Setup -- Challenges of a multiplayer game --
       Initial multiplayer game -- Fundamental networking 
       components 
505 8  My tank networking project -- Adding a player character --
       Variable synchronization -- Network callbacks -- Sending 
       commands -- Client RPC calls -- Creating the cannonball 
       for the tank -- Creating the tank prefab and configuring 
       the network lobby manager -- Adding the enemy tank -- 
       Building and testing -- Network-enabling RPG characters --
       Creating a scene for our RPG -- Networked player character
       -- Networked non-player character -- Synchronizing player 
       customization and items -- Spawning NPCs and other items -
       - Testing our network-enabled PC and NPC -- What's next? -
       - Summary -- Other Books You May Enjoy -- Index 
520    Unity is one of the most cutting-edge game engines in the 
       world. This comprehensive guide on building some core 
       features of an RPG with Unity teaches you techniques used 
       in developing modern games. The book will mainly focus on 
       the strategy, planning and the implementation of the code.
       By the end of the book, you will be able to build upon the
       .. 
588    Description based on publisher supplied metadata and other
       sources 
590    Electronic reproduction. Ann Arbor, Michigan : ProQuest 
       Ebook Central, 2020. Available via World Wide Web. Access 
       may be limited to ProQuest Ebook Central affiliated 
       libraries 
650  0 Unity (Electronic resource) 
650  0 Computer games-Programming. 
650  0 Computer games-Design 
655  4 Electronic books 
776 08 |iPrint version:|aKaramian, Vahé|tBuilding an RPG with 
       Unity 2018 : Leverage the Power of Unity 2018 to Build 
       Elements of an RPG. , 2nd Edition|dBirmingham : Packt 
       Publishing, Limited,c2018|z9781788623469 
856 40 |uhttps://ebookcentral.proquest.com/lib/sinciatw/
       detail.action?docID=5520895|zClick to View