Creating E-Learning Games with Unity. Develop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques - Helion
ebook
Autor: David HorachekTytuł oryginału: Creating E-Learning Games with Unity. Develop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques.
ISBN: 9781849693431
stron: 246, Format: ebook
Data wydania: 2014-03-25
Księgarnia: Helion
Cena książki: 107,10 zł (poprzednio: 119,00 zł)
Oszczędzasz: 10% (-11,90 zł)
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Spis treści
Creating E-Learning Games with Unity. Develop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques eBook -- spis treści
- Creating E-Learning Games with Unity
- Table of Contents
- Creating E-Learning Games with Unity
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Support files, eBooks, discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Introduction to E-Learning and the Three Cs of 3D Games
- Understanding e-learning
- Introducing our game Geography Quest
- Comprehending the three Cs
- Creating our first scene
- Developing the character system
- Building character representation
- Developing the camera code
- Implementing GameCam.cs
- Developing the player controls code
- Implementing PlayerControls.cs
- Try it out!
- Summary
- 2. Interactive Objects and MissionMgr
- Understanding the base scripts
- Building an interactive object
- Implementing the CustomGameObj script
- Implementing the InteractiveObj script
- Implementing the ObjectInteraction script
- Implementing the InventoryItem script
- Implementing the InventoryMgr script
- Implementing the DisplayInventory method
- Implementing the MissionMgr script
- Implementing the Mission script
- Implementing the MissionToken script
- Implementing the SimpleLifespanScript
- Putting it all together
- Testing the mission system
- Try it out!
- Summary
- 3. Mission One Find the Facts
- Finding the facts
- Designing games to maximize fun
- The teaching loop in game design
- Implementing the core classes for mission one
- Creating a terrain
- Creating the FlagLocators GameObject
- Creating the FlagMonument GameObject
- Creating the MonumentMgr Script
- Creating the InventoryPlaceOnMonument class
- Creating the MissionMgrHelper script
- Creating the TriviaCardScript script
- Creating the SetupMissionOne script
- Creating the flag Prefabs
- Creating the pop-up card Prefabs
- Creating the mission pop-up Prefab
- Creating the mission reward Prefabs
- Creating the FoundAllTheFlags Prefab
- Creating the ReturnedTheFlagsResult Prefab
- Configuring the mission manager
- Playing the level!
- Summary
- 4. Mission One Future Proofing the Code
- Reorganizing our GameObjects in the Scene view
- Creating a global scene
- Creating a first level scene
- Adding new scenes to the project
- Creating the PopupMainMenu GameObject
- An introduction to Finite State Machines
- Implementing an FSM in a game
- The switch case FSM
- Classes implementation of FSM
- Implementing the GameMgr script
- Reflecting on our code changes
- Analyzing code functionality
- Updating some systems
- Making the ScorePlate active
- Updating the player motion algorithm
- Playing the level!
- Summary
- Reorganizing our GameObjects in the Scene view
- 5. User Interfaces in Unity
- Getting familiar with Unity UI classes
- Developing the pop-up system
- Exploring the GUIText component
- Interpreting the members on GUIText
- Exploring the GUITexture component
- Exploring the TextMesh component
- Ideal use of TextMesh
- Creating clickable text elements
- Detecting mouse clicks
- Detecting mouse over
- Detecting leaving mouse over
- Exploring UnityScript and the GUIButton object
- Using UnityGUI
- Creating a clickable button
- Detecting a mouse click
- Building the main menu pop up
- Testing our work
- Future extensions
- Summary
- 6. NPCs and Associated Technology
- Creating the NPC GameObject
- Implementing the npcScript class
- Implementing the SplineMgr class
- Connecting SplineMgr to NPCScript
- Implementing the NPC decision system
- Implementing the npcCondition script
- Implementing the npcResponse script
- Implementing the npcInteraction script
- Implementing the npcDecisionMgr script
- Building a collection of NPC conditions and responses
- Implementing the condition_closerThanThresh script
- Implementing the condition_fartherThanThresh script
- Implementing the response_changeState script
- Putting it all together
- Summary
- Creating the NPC GameObject
- 7. Mission Two Testing a Players Learning
- Exploring the structure of mission two
- Defining the framework for mission two
- Adding a mission to the missionMgr script
- Extending the GameCam script
- Modifying the terrain
- Adding NpcRacers to the mission
- Creating the start and finish line flags
- Creating the LevelStart and LevelFinished pop ups
- Creating the setupLevel2 Prefab
- Creating the raceStartup Prefab
- Implementing the LevelLogicObj GameObject
- Summary
- 8. Adding Animations
- Exploring 3D hierarchies
- Skinned meshes in Unity3D
- Acquiring and importing models
- Exploring the Mechanim animation system
- Choosing appropriate animations
- Building a simple character animation FSM
- Exploring in-place versus root motion animation
- Adding the character script
- Building a zombie racer animation FSM
- Building a quiz racer animation FSM
- Exploring the Unity animation editor
- Summary
- 9. Synthesis of Knowledge
- Understanding the mission three GameObjects
- Applying learning theory to mission three
- Creating the structure for mission three
- Modifying the terrain
- Adding visitors to the park
- Modifying the pop-up system
- Creating the NpcLocators Prefab
- Creating the CorrectResponse Prefabs
- Modifying the quiz cards
- Adding another data condition
- Using the setupLevel3 Prefab
- Creating the AddScore condition
- Creating the ShowLevel3Results response
- Creating the Time object
- Modifying the LevelLogicObj object
- Rewarding the player
- Summary
- 10. An Extensible Game Framework Pattern in Unity
- Load additively
- Using delete/load patterns
- Refactoring our work
- The pop-up system
- Updating level 3 pop ups
- Updating level 2 pop ups
- Updating level 1 pop ups
- The pop-up system
- Refactoring level 2
- Implementing a system to connect object references
- Updating the SetupMission2 script
- Refactoring level 3
- Playing and distributing your game
- Reflecting on e-learning and game design
- Summary
- Index