Skip to main content

Creating the Environment

  • Chapter
  • First Online:
Learn Unity for Windows 10 Game Development
  • 1877 Accesses

Abstract

Now that you have a tentative idea for a tip-board chutes-and-ladders type of game, you need your game to have some sort of path to give the player a goal and purpose for the marble. Good portals will move you farther along the path, and bad portals will drop you back. For the path itself, because a typical casual game is meant to be played multiple times, the path should be either generated at runtime or at least chosen from a pool of possible paths. Because creating the logic and code for a fully automated path is beyond the scope of this book, you will compromise by creating an authoring system that will let you design paths quickly and store them in efficiently small sizes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Sue Blackman and Adam Tuliper

About this chapter

Cite this chapter

Blackman, S., Tuliper, A. (2016). Creating the Environment. In: Learn Unity for Windows 10 Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-6757-7_7

Download citation

Publish with us

Policies and ethics