• Adding our level definitions to the content pipeline tool
• Adding animations to the content pipeline tool
• Text translations
Chapter 3: Improving Graphics Quality
Sub - Topics:
• Pixel shaders
• Adding a camera to the game
• Layering our game objects
Chapter 4: Level Editor
Sub - Topics:
• Creating a level editor
• Importing levels into the game
• Adding boss levels
• Making game levels flow seamlessly
Chapter 5: Scripting
Sub - Topics:
• What is scripting and why is it useful?
• What programming language to use for scripting?
• Defining game object behavior outside of the code base
Chapter 6: AI
Sub - Topics:
• AI techniques in video games
• Algorithms
• Smart boss fights
Chapter 7: Menus and Overlays
Sub - Topics:
• Using overlays in the game to display menus
• Pausing the game
• Add gamepad support
Chapter 8: Improving the Game with Curves
Sub - Topics:
• Morphing particles as they age
• Curves and tweens
• Aging particles in a non-linear way, along a curve
• Adding non-linear acceleration/deceleration to game objects
Chapter 9: Tying It All Together
Sub-Topics:
• What we’ve done so far
• Getting help
• Collaborating with artists, composers, and level designers
• Packaging the game
Louis Salin has been a developer for more than 15 years in a wide variety of fields, developing on Windows in the early days in C, C++, and eventually C#. He’s also worked as a developer on Linux-based web applications using different scripting languages such as Ruby and Python. His early love for coding comes from all the time he spent as a kid copying video games written in Basic from books borrowed from the library. He wrote his first game in high school and took many classes in computer graphics.
Rami Morrar is a self-taught Game Developer with several years of development experience under his belt. Morrar spent his days as a young kid hacking his Nintendo Consoles with homebrew software. In his early adult years, he has delved into languages mostly found in the family of C Programming, such as C# and C++. He is a freelance technical writer who reviews games and writes tutorials on MonoGame. He is currently working on his own independent project in the framework as well.
Create a polished game that includes many levels and fights using MonoGame. This book will show you how to add AI agents and 2D physics into your game, while improving the performance of the game engine. By the end of Game Development with MonoGame, you will have created a game worthy of being published.
Over the course of this book, you will be exposed to advanced game development concepts such as scripting and AI as you improve the performance of the game engine with better memory management. You will learn how to create a level editor that you will use to build game levels. You will also pick up tips and tricks for adding polish to your game project by adding a camera system, layers, menus, and improving the game’s graphics using pixel shaders and better particle effects.
Upon completing this book, you will have a clear understanding of the steps required to build a game from start to finish and what it takes to create a 2D game that could ultimately be published.