Abstract
As you saw in the previous chapter, just because something is challenging (for example, driving the marble around the board) doesn’t automatically make it fun. Given that challenging tasks can be fun for one person and tedious for another, you are never going to be able to please everyone. You can, however, try your best to make the challenges entertaining. Just as with the preliminary stage, you can block in the functionality without spending too much time. With mobile devices in mind, you will not have free rein to overload the game with fabulous (but costly) special effects, so intriguing concepts and clever or unexpected consequences will have to do the job. A combination of obstacles and power-ups or other “helpers” will form the basis of the game play required to move the marble to an end location.
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© 2016 Sue Blackman and Adam Tuliper
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Blackman, S., Tuliper, A. (2016). Experimenting with Functionality. In: Learn Unity for Windows 10 Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-6757-7_6
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DOI: https://doi.org/10.1007/978-1-4302-6757-7_6
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4302-6758-4
Online ISBN: 978-1-4302-6757-7
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