Book Content
chapters • 8h12m total length
1. Before We Begin
2. The Game Design Document
3. A Short Primer to Programming in Unity
4. Implementing a Game Manager with the Singleton
5. Managing Character States with the State Pattern
6. Managing Game Events with the Event Bus
7. Implement a Replay System with the Command Pattern
8. Optimizing with the Object Pool Pattern
9. Decoupling Components with the Observer Pattern
10. Implementing Power-Ups with the Visitor Pattern
11. Implementing a Drone with the Strategy Pattern
12. Using the Decorator to Implement a Weapon System
13. Implementing a Level Editor with Spatial Partition
14. Adapting Systems with an Adapter
15. Concealing Complexity with a Facade Pattern
16. Managing Dependencies with the Service Locator Pattern














