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Computer - Games - Gaming - Science - Sports - Technology - September 17, 2020

Creating Your First Video Game With Unity

Welcome to my blog and in today’s session I would like to discuss with you the tips you can use for developing video games in unity.Maybe you like to create a video game and you don’t know how to go about it , well say no more ,in this article I will show you how to do it.

unity video games
a boy playing unity video games

Why unity for creating video games

The Unity engine is ideal for a first serious effort at game creation in that it offers a lot of high-end features, has a free version and low-cost Pro version, runs on either a Mac or a PC, and has the capability of authoring to several different platforms. Additionally, for those of you interested in the mobile market, Unity has now made the iOS and Android licenses free for Unity free-version users. Free Blackberry 10 and Windows 8 mobile authoring is promised as well.

What will I require?
Having weighed the various technical, artistic, and production considerations, you are probably anxious to get down to details. This is a good time, however, to make a rough list of the basic requirements and decide what is optional and what is mandatory before you get started.

A entertaining video game

A video game should be entertaining – Above all, the adventure game should be entertaining. Whether it comes from humorous interaction, intriguing animation sequences, or intellectual conundrums, game play and environment must draw the player in and keep him engaged.
Should have a story or a goal – The tasks or puzzles should at least have a logical, mechanical, or physical tie to the world’s defined properties (as in the case of magic being part of its description) and, preferably, tie in with the premise of the story.


Object interaction – Interaction with objects is one of the defining features in all aspects of the genre. Whether the player is allowed to gather objects or must only work with what is immediately at hand, the typical point-and-click functionality is a mainstay.


Object-to-object interactivity – A big part of the task-solving component of adventure games is the player’s ability to combine multiple objects to attain the key that lets him solve a problem or repair a mechanism in order to move the game forward. While this is not always present in all adventure games, it is a common feature.


Conversations – Player dialogue with NPCs (non-player characters) definitely falls under the bells-and-whistles category, but can be a great addition to your game. Keep in mind that you don’t want the player to miss any clues within them. For topic choices that don’t contain clues or pertinent information, be sure to make the replies entertaining, so the player will be rewarded for his diligence.


Inventory – Also not a requirement but a much loved component is the inventory system. In order to allow the player to collect everything that is not nailed down, the game must keep it all readily available for use. Sophisticated or large games should also provide a means of scrolling through the process.


Saving and Restoring – Unlike many of today’s casual games, even the shorter chapter-style adventure games are rarely played from start to finish in one sitting. Players may devote an hour or so in an evening to playing the game, stopping when they are stuck and starting up again when their mind is fresh. Saving the game is a necessity when the game is expected to give the player several hours of enjoyment over a period of days or weeks.
Music and sound effects – As defined by the early graphical games, sound effects helped reinforce and enhance object interaction. Music not only sets the mood for the individual worlds or environments but is also commonly used as part of the solution to puzzles or tasks in game.


Action objects – Also common to the various derivations of the adventure genre is a means of identifying interactive objects. In the original text adventures, the interactive objects were always listed after the general room description. With the shift to graphical adventures, the player was often forced to search a still image pixel by pixel to find the available objects. Occasionally, objects could be identified by their lack of anti-aliasing, but with advancing technology and higher resolution, it became common to change the cursor or highlight the cursor/action object when the mouse moved over it.
If you have any questions asking in the comment section.

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