Game Development Reference
In-Depth Information
Figure 1-32. Testing the game's resolution and aspect ratio
Conclusion
This chapter achieved three main purposes. First, it detailed in overview the FPS game to be created
throughout this topic, Crazy Mad Office Dude ( CMOD ). Second, it outlined the structure this topic will
take to achieve that game—specifically, it detailed how the implementation work will be distributed across
chapters. And finally, in preparation for that work, it listed a range of practical and relevant guidelines and
workflows for using Unity in real-world projects. In short, by now you should be able to do the following:
Understand the game to be created
Understand the elements that compose the game, including enemies, weapons,
guns, power-ups, and more
Appreciate how the implementation work for the game will be structured
Configure the Unity GUI for your comfort
Understand organization principles when working with project assets—storing
assets in folders, using tagging, and naming game objects
Understand the reasons for using FBX meshes
Read the Rendering Statistics window
Be committed to making regular backups of work
Use the Batch Rename tool
Understand the benefits of Root GameObjects
Configure the resolution and aspect ratio for in-editor testing
 
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