Description
Course info
Rating
(15)
Level
Intermediate
Updated
Aug 26, 2013
Duration
2h 10m
Description

In the first volume of the 2D Racing Game Series in Unity, we'll be covering how to begin prototyping our 2d racing game. We'll begin the series by setting up our project and importing the essential files we need to get prototyping faster. Then we'll learn how to create the track prefab and how we can use it to set up a simple race track. Once the track is built, we will create the player prefab and jump right into scripting. We'll begin with scripting the player's movement and discussing how to get the exact behavior we want. Once we have the basic movement functionality, we'll dig a little deeper by seeing how we can use velocity to create a different driving experience. Then we'll finish this volume by working on the Sprite Animation script. Here we will create a flexible system that will offset and scale our sprite sheet, resulting in a fully animated sprite. Software required: Unity 4.2.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Josh with Digital Tutors, and I would like to welcome you to Volume 1 of the 2D Racing Game Series. In this volume, we'll be covering how to begin prototyping our 2D racing game. We'll begin the series by setting up our project and importing the essential files we need to get prototyping faster. Then we'll learn how to create the track prefab, and how we can use it to set up a simple racetrack. Now once this track is built, we'll create the player prefab and jump right into scripting. We'll begin the scripting, the player's movement, and discussing how to get the exact behavior we want. Once we have the basic movement functionality, we'll dig a little deeper by seeing how we can use velocity to create a different driving experience. Then we'll finish this volume by working on the sprite animation script. Here, we'll create a very flexible system that will offset and scale our sprite sheet, resulting in a fully animated sprite. Now by the end of this course, you'll have all the knowledge you need to begin prototyping your own 2D racing game. So with that said, let's get started.