The reader is given a brief overview on the concepts of programming and object-oriented design concepts and terminology. The chapter is intended as a quick reference. For those readers who have some programming background, it will provide with a fresh perspective on the topic and strengthen your understanding.
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
We go deeper into the concept of GameObjefts. How to create them, how to add components. Scripts are discussed and shown how they can be converted into components and attached to the GameObject. Finally the concept of Prefab and parent/child relationship are discussed.
Introduction of Game Rules and Mechanics. This is the chapter that sets the foundation and rules for game design and development. It discusses the basics of game mechanics that are used in all games to an extent. Then several examples are built from scratch to illustrate the concepts. Physics, colliders and Rigidbody are also discussed.
The reader is introduced to User Interface design, and the new built-in architecture for UI design in Unity 5. An overview of the UI architecture is given in the chapter and the examples in Chapter 4 are used to implement them.
The reader will start building a classic board game called Battleship by the end of Chapter 6 and 7. In this chapter the reader is walked through the steps for designing and implementing the game. Game Flow, Game Logic and User Interface are discussed for the implementation.
The reader is plunged into the C# code that has been discussed in Chapter 6, and we enhance it further. The game is finalized.