Chapter
Chapter 1: The Anatomy of Games
Not just pixels and programming
Finding your preferred type
Stop kidding around, be serious!
Keeping it real with simulations
Gamify all things with gamification
Language learning with DuoLingo
Game elements and mechanics
Becoming a better human with Habitica (HabitRPG)
Game elements and mechanics
Shop till you drop with AliExpress (mobile application)
Game elements and mechanics
Difference between gameplay and game mechanics
Competency and complacency; where do we draw the line?
Examples of feedback and reinforcement
The internal flame for doing…anything
Read this and you'll get candies
A little bit of conditioning to control user behavior
Avoid spoiling the player
Chapter 2: Who or What Am I? Understanding the Player
The players – who are they and where do they come from?
Who is our application targeting?
Defining the role of your player
Deciding on what you want your users to achieve
Getting the player to achieve it
Getting loopy about engagement
Creating a user profile system in Unity
Setting up the Unity project
Getting personal with some profile information
Showing off that beautiful smile
Chapter 3: An Engaged Player is a Happy Player
You've come this far, keep going
Showing off how awesome you are
Implementing an achievement system
Taking in the view with dashboards
Adding an element of fun to agile frameworks
Chapter 4: Organized Chaos - Getting Ideas Out of Your Head and on to Paper
Brainstorming – getting it all out on the table
Tools and methods for getting ideas out and organizing thoughts
Start pinning with Pinterest
Starting with a fresh slate
Never forget with Evernote
Spinning the wheel of randomness
Getting moody with mood boards
Creating the ideal ideation sessions
Implementing a brainstorming tool in Unity to shuffle ideas
Making a new friend with editor scripts
Creating an editor script
Opening a new editor window
Drawing something inside our editor window
Adding a scrollable text area
Inserting a button and implementing the shuffle function
Showing the extracted idea
Testing our brainstorming tool
Chapter 5: Sculpting the Conceptual Beast
Creating a Game Design Document
Word (and Microsoft Office)
Creating a prototype – what you'll need
Keeping it short and to the point
Tools for prototyping in Unity
Substituting the temporary assets
Getting basic core concepts into Unity
Testing with the closest people
Testing with external people
Revisiting your prototype and iterating
Chapter 6: Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
Designing the application
Creating the game elements
An introduction to Illustrator
Creating badges in Illustrator
Showing the best of you with badges
Putting it all together with sprite sheets
Importing and setting our assets in Unity
Testing the dimensions of the sprites
Chapter 7: Get Your Motor Running
Designing our application
Creating the application interface
Opening and closing the menu
Navigating through the different screens
Allowing the user to create new Tasks
Selecting the Task priority
Setting up the Tasks page
Chapter 8: Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
Getting the info – have a plan!
Recruiting the chosen ones!
The people who you are targeting
Setting up the play-date for playtesting
Getting everyone on the same page
Methods of playtesting – game time!
Observing how testers are playing
Asking the right questions
Asking them to explain the game to you
Keeping it balanced with rules
Interacting and the interface
Post-mortem – evaluating the playtest
Reflecting at the end of it all
Data persistence in our application
Saving local data in a custom file
Connecting our application to a database
Why are databases important for playtesting?
Downloading the SDK from the website
Importing and setting the SDK in Unity for databases
Creating a login system for your users
Chapter 9: Graduating Your Project to Completion
Finishing the application
Optimizing the project for a mobile platform
Test, test, and test again
Don't have access to many devices? Not a problem
Getting it ready to publish
Don't be modest, promote your game!
Paying attention to statistics
Engaging with your audience
It's a hoot! Managing social networks
Terms, conditions, policies, and agreements
Now it's time to press the Build button
Chapter 10: Being the Best That You Can Be!
Getting your game on without overdoing it
Understand what gamification is and what it is not
Kids see through chocolate covered broccoli, and so do adults
Using gamification in moderation
New and future directions
Who wants to be a knowledge-aire?
Uses within personal life
Improving your skills once you have finished this book
Make design a daily habit
Redesigning your favorite games as board games
Play to win and play to explore
Participate, compete, and get together