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006 m o d |
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008 200713s2018 xx o ||||0 eng d
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