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***Buy this book before price goes up tomorrow (Monday)***
Why this book can help you to Create Multi-player Games, Procedural Levels and Boost the Performance of your Games
Creating your own game can be very intimidating at the start, and quite often, regardless of your experience with games, it is sometimes difficult to find the time and motivation to get over the first barriers.
Maybe you are a teacher or a parent trying to motivate your student or child to get into coding, but with no previous programming or game development experience; maybe you are a hobbyist who would love to create simple games and share them with your friends; maybe you are a student who would like to learn more about C# or game development, but you just don't know where to start or what resources to use; you may be wondering: "How can I start to create my games if I have no experience of coding", or "this game engine is so complex that I just don't know where to get started".
This is quite common, and you can easily overcome these issues with a step-by-step approach that gets you to progressively develop and use your skills. This is the approach that I have used successfully over the past years to take students from no knowledge of coding or game development to good levels of proficiency in Unity and coding.
Of course, it takes some time and dedication; however, by following the techniques and suggestions described in this book, I can promise you that you will progress, regardless of your background, and become more comfortable with Unity and coding.
Content and structure of this book
In this book, the fourth book in the series, you will learn to create a simple network game, generate levels procedurally, and optimize the performance of your game. This book can be read as a standalone (you don't need to have read the previous books in the series, although it may help) and focuses on four aspects: procedural level creation, database access, multi-player networked games, and code and project optimization (i.e., memory and speed).The main idea behind this book is to save you some headaches when you need to maintain your code or expand your game, and to help you to find the time to actually code your game, by explaining simple and effective ways and best coding and organizational practices that you can use easily to create more code (and games) in less time with less stress and more fun.
The content of each chapter is as follows:
- Chapter 1 explains how you can create procedural levels, using arrays, text files, XML files, or images, and avoid spending a lot of time creating your scene manually.
- Chapter 2 explains how you can read and write data from/to a database through Unity to save and update user preferences.
- Chapter 3 explains how to create a simple (but fun) network tank game that can be played by two remote players.
- Chapter 4 explains advanced techniques to boost the performance of your game, and to make your code and project easily maintainable.
- Chapter 5 provides answers to frequently-asked questions.
The book includes:
- Step-by-step activities.
- Challenges at the end of each chapter.
- Quizzes.
- Code solutions for each chapter.
- Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download.
After buying the book, you also get access to the author, if you have any question, and to plenty of free add-ons worth over $100 exclusively made available to you (e.g., member area with weekly updates, over 25 tutorials (video and text), cheat sheets, discounted paperback copies, and much more!)
If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now
- Sales Rank: #146098 in eBooks
- Published on: 2016-10-13
- Released on: 2016-10-13
- Format: Kindle eBook
Most helpful customer reviews
0 of 0 people found the following review helpful.
Application and Exploration
By Alta M Tacke
This book will be the culmination of what my students will learn through books 1-4. They will have the opportunity to work through From Zero to Proficiency (Advanced) as a final assessment project in my online Game Programming Course. Because it is designed to be a stand alone text, students will have guidance throughout the projects, while still building on the knowledge they secured through From Zero to Proficiency, books 1-4. Critical thinking will allow students to experiment and try different approaches, knowing that they can come back to the text for guidance and instruction. The advantage of the Unity 5 From Zero to Proficiency texts is that there are successes along the way. No project is so cumbersome, that an individual student or small group will struggle to complete the courses outlined in the books. Learning Unity and C# are major goals of my course, and over the course covered by these books, my students have learned enough to explore on their own, which is what I am looking for in book 5 - Application and Exploration.
0 of 0 people found the following review helpful.
Quickly learn advanced topics you thought were rocket science
By Paul Kaiser
Gets straight to the point with some advanced topics you'll want for many of your games. I enjoyed the step-by-step, no-frills examples that leave you with a minimal product at the end of most chapters. I give it 4 stars instead of 5 because the book needed an editor or beta reader to go over it before being published. If you get stuck on a code sample or confused about steps, just read a few pages ahead and the issue will become clear. Finally, contact the author if you get stuck, as he is quick and friendly to respond.
0 of 0 people found the following review helpful.
Enjoyed the book
By David D.
I really enjoyed this book. I especially enjoyed chapters 1 & 2. Creating scenes procedurally was something I never experienced before and really had fun with that chapter. I just wish there was more. Chapter 2 was excellent on how to access and update a database from Unity using MySQL and PHP in a LAMP/WAMP system. You don't see this in many Unity books that I have come across. Chapter 3 had some issues. I don't recall the specific issues but I had to email the author to figure it out. The author emails you back unlike some other authors I have come across. I really want to give this book 5 stars but to be fair there were some issues where the code in the book was wrong but nothing major. The author said he would fix it anyway. I highly recommend the book. Left me wanting more.
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