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Summary

In this chapter, we fully designed our Super Shooter game, and we plan to use our design to drive our development efforts. Our game design includes functionality, the player character, the non-player characters, game assets, animations, and more. We used screen mock-ups to help document our game's design. In addition, we planned our game's difficulty balance to help ensure the game is appropriately difficult based on user selection. We talked about what a GDD is, how we can create it, and how it and the game design will change during game production.

Remember that this is important because you want to answer all the questions you can before coding your game. If you don't do this, you will pay for it by having to recode parts of your game over and over for each unforeseen problem. You cannot prevent all possible complications, but at least a good amount was sorted out with this analysis.

In the next chapter, you will learn how to start using Unity. You will gain knowledge of why Unity is a great option to start creating games. You will be creating your first game project, and analyzing how it is composed.

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