Cover image for OUYA Game Development by Example.
OUYA Game Development by Example.
Title:
OUYA Game Development by Example.
Author:
Donovan, Jack.
ISBN:
9781849697231
Personal Author:
Physical Description:
1 online resource (343 pages)
Contents:
OUYA Game Development by Example Beginner's Guide -- Table of Contents -- OUYA Game Development by Example Beginner's Guide -- Credits -- About the Author -- Acknowledgments -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Experiencing the OUYA -- Setting up the console -- Networking -- Displaying games -- Time for action - installing your first game -- What just happened? -- Playing the OUYA -- Touch controls -- Summary -- 2. Installing Unity and the OUYA ODK -- Installing the game engine -- Time for action - setting up Unity -- What just happened? -- Downloading and configuring additional packages -- Time for action - downloading Java, the Android SDK, and the ODK -- What just happened? -- Modifying the PATH variable -- Time for action - editing PATH on Mac OS -- What just happened? -- Time for action - editing PATH on Windows -- What just happened? -- Installing packages with the Android SDK -- Time for action - installing Android packages -- What just happened? -- Configuring the USB connection -- Time for action - configuring the USB driver on Windows -- What just happened? -- Time for action - exporting OUYA packages from Unity -- What just happened? -- Time for action - importing packages into a new workspace -- What just happened? -- Pop quiz - small parts of a whole -- Summary -- 3. Diving into Development -- Creating a 3D text prototype.

Time for action - manipulating the scene -- What just happened? -- Time for action - creating and scripting 3D text -- What just happened? -- Have a go hero - flexing your new muscle -- Creating a custom function -- Time for action - writing a function -- What just happened? -- Time for action - capturing data with return values -- What just happened? -- Time for action - controlling functions with parameters -- What just happened? -- Making our scripts interactive -- Time for action - adding keyboard interaction to scripts -- What just happened? -- Deploying our code on OUYA -- Time for action - running your first test on OUYA -- What just happened? -- Pop quiz - hello world -- Summary -- 4. Moving Your Player with Controller Input -- Creating an interactive marble prototype -- Time for action - setting the scene -- What just happened? -- Time for action - importing a Unity input script -- What just happened? -- Time for action - turning input into movement -- What just happened? -- Time for action - movement with the OUYA SDK -- What just happened? -- Adding additional functionality to our marble -- Time for action - adding button features -- What just happened? -- Time for action - improving the camera -- What just happened? -- Have a go hero - creating your own camera -- Completing our game -- Time for action - adding a goal zone -- What just happened? -- Pop quiz - coming full circle -- Summary -- 5. Enhancing Your Game with Touch Dynamics -- Using the touchpad to interact with buttons -- Creating the cannonball prototype -- Time for action - creating a cannon prefab -- What just happened? -- Time for action - creating an interactive button -- What just happened? -- Time for action - adding an impulse force to a rigidbody component -- What just happened? -- Using cursor data to add touch input to games.

Time for action - reading mouse position in Unity -- What just happened? -- Time for action - creating a vector from cursor movement -- What just happened? -- Have a go hero - capturing touch input over multiple frames -- Incorporating touch data into your mechanics -- Time for action - hiding the cursor on the screen -- What just happened? -- Time for action - creating a target for the cannon -- What just happened? -- Pop quiz - touching the sky -- Summary -- 6. Saving Data to Create Longer Games -- Creating collectibles to save -- Time for action - creating a basic collectible -- What just happened? -- Have a go hero - make your prototype stand out with materials -- Time for action - scripting the collectible -- What just happened? -- Time for action - accessing the scripts on other objects -- What just happened? -- Saving data with the Unity engine -- Time for action - saving data with PlayerPrefs -- What just happened? -- Time for action - setting up a GUI Text object -- What just happened? -- Using save data in multiple scenes -- Time for action - counting cannonballs -- What just happened? -- Time for action - checking high scores in a new scene -- What just happened? -- Time for action - displaying high score values -- What just happened? -- Have a go hero - adding a reset button to your high score list -- Saving data with the OUYA API -- Pop quiz - saving (and loading) the day -- Summary -- 7. Expanding Your Gameplay with In-app Purchases -- The different kinds of in-app purchases -- Entitlements -- Consumables -- Setting up a product on the OUYA developer portal -- Time for action - preparing your game for in-app purchasing -- What just happened? -- Coding in-app purchasing in your game -- Time for action - creating a purchase screen -- What just happened? -- Time for action - creating your first purchase function -- What just happened?.

Have a go hero - initializing product variables dynamically -- Time for action - saving and loading successful purchases -- What just happened? -- Time for action - reflecting unlocked functionality in games -- What just happened? -- Adding polish with Unity Asset Store packages -- Time for action - adding explosions to your cannonballs -- What just happened? -- Pricing your in-app purchases -- Setting the price of your full game -- Picking a monetization model -- Have a go hero - tying it all together with more products -- Pop quiz - talking shop -- Summary -- 8. Polishing and Prepping Your Game for Deployment -- Meeting the OUYA content guidelines -- Time for action - containing game elements within the safe zone -- What just happened? -- Time for action - creating icons for your game -- What just happened? -- Following the Unity Submission Checklist -- Polishing Unity projects in depth -- Creating your game flow -- Time for action - creating a title screen -- What just happened? -- Time for action - creating a loss screen -- What just happened? -- Creating a tutorial -- Time for action - creating a tutorial scene -- What just happened? -- Time for action - linking your tutorial to your game -- What just happened? -- Creating a following camera in Unity -- Time for action - creating a following third-person camera -- What just happened? -- Have a go hero - add rotation controls to your camera -- Time for action - adding audio to your game -- What just happened? -- Packaging your project for submission -- Time for action - creating your game on the developer portal -- What just happened? -- Pop quiz - the end of the beginning -- Summary -- 9. Blazing Your Own Development Trail -- Expanding your skills with advanced challenges -- Working with shaders in depth -- Time for action - creating a custom font with a text shader -- What just happened?.

Time for action - creating a fire effect with a particle shader -- What just happened? -- Advanced data saving -- Time for action - saving the player's position -- What just happened? -- Making a more polished GUI -- Time for action - creating a reusable GUI Skin -- What just happened? -- Time for action - making an automatically scaling GUI texture -- What just happened? -- Lighting your scenes perfectly -- Time for action - adding realism to your scene with lightmapping -- What just happened? -- Have a go hero - experiment with Light Probes in Unity Pro -- Making your world feel real with Physics Materials -- Time for action - applying an ice Physics Material -- What just happened? -- Have a go hero - playing with other Physics Materials -- Have a go hero - making Physics Materials react realistically -- Popular game development methodologies -- The Waterfall model -- The Agile methodology -- The Scrum methodology -- Basic design patterns for larger code projects -- The Singleton pattern -- The Factory pattern -- The Command pattern -- Have a go hero - implement one of the preceding patterns -- Getting started with version control -- Time for action - creating a BitBucket repository -- What just happened? -- Time for action - preparing Unity for version control -- What just happened? -- Time for action - making your first commit and push -- What just happened? -- Finding your own answers to questions online -- Stack Overflow -- OUYA Forums -- Unity Forums -- Pop quiz - leaving the nest -- Summary -- A. Pop Quiz Answers -- Chapter 2, Installing Unity and the OUYA ODK -- Pop quiz - small parts of a whole -- Chapter 3, Diving into Development -- Pop quiz - hello world -- Chapter 4, Moving Your Player with Controller Input -- Pop quiz - coming full circle -- Chapter 5, Enhancing Your Game with Touch Dynamics -- Pop quiz - touching the sky.

Chapter 6, Saving Data to Create Longer Games.
Abstract:
"OUYA Game Development by Example" consists of different game application examples. No prior experience with programming is required. You will learn everything from scratch and will have an organized flow of information specifically designed for complete beginners.Using this book, you can get started with creating games without any game development experience. This book is perfect for anyone that wants to make video games but is unsure of where to start. It covers elements of game design, art, and programming comprehensively, and the engine used throughout all of the tutorials is very beginner-friendly. No prior knowledge is assumed or required for the tutorials in this book.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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