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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Dr. Ashley Godbold Dr. Ashley Godbold
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Dr. Ashley Godbold
 Jackson Jackson
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Table of Contents (20) Chapters Close

Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Why do we shop?


The motivation to buy things is strong, and we have come to expect this in almost any game. From a simple adventure game where we just pick things up off the street that may come in useful later, to full-fledged RPG games where the inventory is everything, this motivation is indispensable. Even First Person Shooter (FPS) games aren't immune to this phenomenon.

It is important to keep all of this in mind and look at the real-world when designing any shopping/inventory system for your RPG game. The more it feels like something that someone would do in real life, the more at home they will feel with it, and the easier they will find to use it.

You should always be asking the following questions of yourself while designing such a system:

  • How does an item add value?

  • Does it seem affordable?

  • Is it going to improve the play?

  • Is it desirable?

  • Is it better to know what the player will already have and why?

  • Is it single-use (consumable) or fixed (durable/non-consumable)?

  • Will it break or wear...

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