[FOX-Ebook]No-Code Video Game Development Using Unity and Playmaker

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In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! Whether you want to learn the basics of programming or bypass coding altogether, No-Code Video Game Development using Unity and Playmaker makes it as easy as 1, 2, 3.

  1. In Section 1 you’ll master the fundamentals of Unity, the world’s leading game engine.
  2. In Section 2 you’ll learn important concepts and how to use Playmaker to substitute flow-charts for code.
  3. In Section 3 you’ll create a modest yet complete FPS survival horror game!

The book’s DLC comes with Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more. You’ll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you’re done you’ll have gained the skills needed to create your own dream game, all without writing any code!

Table of Contents

SECTION I All about Unity
CHAPTER 1 What Is Unity and What Makes It Awesome?
CHAPTER 2 File
CHAPTER 3 Edit
CHAPTER 4 Assets
CHAPTER 5 GameObject: The Noun
CHAPTER 6 Component: The Verb
CHAPTER 7 PlayMaker Drop-Down
CHAPTER 8 Window
CHAPTER 9 Help
CHAPTER 10 Toolbar
CHAPTER 11 Project View
CHAPTER 12 Hierarchy View
CHAPTER 13 Scene View
CHAPTER 14 Game View
CHAPTER 15 Inspector View
CHAPTER 16 Console View

SECTION II All about PlayMaker
CHAPTER 17 What Is PlayMaker and What Makes It Awesome?
CHAPTER 18 Functions, Conditionals, Flowcharts, and Variables: Easy-Peasy Vocab
CHAPTER 19 PlayMaker View
CHAPTER 20 Additional Views
CHAPTER 21 Recreating CheckExistence as a Finite State Machine
CHAPTER 22 PlayMaker Sample Scene

SECTION III First-Person Shooter Survival Horror Game Creation
CHAPTER 23 Indie by Design
CHAPTER 24 Design Document
CHAPTER 25 Our First Level (But Not Really)
CHAPTER 26 Level Redux
CHAPTER 27 Particle Effects
CHAPTER 28 Lighting
CHAPTER 29 Audio
CHAPTER 30 Moral to the Story
CHAPTER 31 First-Person Shooter Controls
CHAPTER 32 Random Spawn Manager
CHAPTER 33 Mecanim Preparation
CHAPTER 34 Mecanim Execution
CHAPTER 35 Mecanim–PlayMaker Integration and Artificial Intelligence
CHAPTER 36 FPS Character Model’s Mecanim
CHAPTER 37 FPS Character Model’s Mecanim–PlayMaker Integration
CHAPTER 38 Raycasting
CHAPTER 39 The User Interface
CHAPTER 40 UI–PlayMaker Integration
CHAPTER 41 Crunch Time
CHAPTER 42 Build and Conclusion


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