Enabling the option to exit a game or application at any time is a standard feature that should be implemented. The Unity Engine allows us to do just that in a universal way that can work for Windows, Mac, and Linux.
In today’s article, you will learn how to register the Escape button to exit an application or game.
In the previous article, I went over how to use the Unity Build Settings to create a test version of your game or application which can be fully executed directly from your computer. Now, it’s time to learn how to make it sharable online!
Objective: Make a shareable version of your game or application.
To install, go to File → Build Settings → Platform → WebGL → Install with Unity Hub
The Unity Engine comes complete with Build Settings that allow the user to build and test their applications before their final phase of deployment.
In this article, you will learn how to use the Build Settings to create a test version of your application that can actually be executed from your computer!
Whether you are gamer or someone who works in the gaming industry, the word immersion stands out with remarkable resolve. In fact, it has become one of the most sought-after qualities in video games from both a designer and consumer perspective. Development teams work tirelessly and continuously to bring immersion into our screens —from intricate gameplay, captivating storytelling, awe-inspiring graphics, and rich sounds.
Previously, I talked about post-processing and how to use it in Unity. In today’s article, I go over how to add post-processing effects. In the example, I will be adding Bloom and a Color Gradient to my retro 2D Space Shooter— some of the most dramatically noticeable effects!3
Post-Processing is one of the final touch stages in a game’s development cycle. Essentially, post-processing refers to the process in which filters and effects are added to the game image. While that may sound simplistic in nature, this is a design powerhouse where visual magic happens! Thanks to post-processing, game designers, artist, and developers alike can bring their vision of a game as close to their intended concept as possible! This process is also responsible for setting the tone of the game through the addition of atmospheric effects like fog.
In the Lives Counter article, I talked about how losing lives in a video game has to be made obvious to the player as a principle of good game design. While there are multiple ways to achieve this, direct visual feedback thrives among the best. With the increasingly popular minimalistic UIs, more and more games rely less on that aspect to represent player data. The Uncharted franchise was among the trendsetters with its HUD only displaying ammo, and the player damage being represented visually by turning the corners of the screen red.
Video games use animations that respond to gameplay sequences or actions as a form to visually reinforce their execution. Not only does it encourage immersion, but it adds depth, and realism to the feedback and interactivity between the player and the game. These animations become active when a specific condition is met, and they are typically short in nature.
For instance, The Legend of Zelda games are known for their iconic animations when enemies and even bosses are defeated. The condition is that the enemy is destroyed, and the animation is activated to make their defeat more apparent and rewarding.
Scenes in Unity can be thought of as unique levels or even separate screens like a main menu. In the previous article, we created a Game Over screen by simply displaying text over the existing Game Scene. However, to restart a game from a game over state, using Unity’s Scene Management is necessary.
In this article, you will learn how to restart a game from a Game Over state!
An ambitious writer, and video game narrative designer on a journey to become a Unity Game Developer, and Sofware Engineer.