2D Developer research

This blog is a summary of research of a couple of indie developers who over the years have developed many blockbuster 2D games in either flash or unity, some of these dev’s started their career in a small room with their own computer or as a part of a small team which aim to create a game within a small set time. Continue reading “2D Developer research”

Unity ‘Interactive Room’.

Our first real go at the game engine ‘Unity’, I found it really interesting how easy it was to get used to the UI and the tools embedded within. We started by creating a rolling ball game which we had to code ourselves following from a tutorial from the unity developers.

Underneath, this is a video of a Rolling ball simulator tutorial published by Unity developer to show the UI functions within the game engine. I would follow on from this with further development afterwards to make the game seem more themed. I would do this by adding either rock, grass, sci-fi texture terrain just to give out a little atmosphere to the enjoyment of the game.

Link to video: https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial/introduction-roll-ball?playlist=17141screen-shot-2016-10-17-at-11-39-48-am

All sewn up

Starting UV wrapping in maya which has to be one of the most challenging tasks especially if you’re a person with very bad patience.

Just to recall, UV wrapping is a method where you unfold the wireframe of a 3D object and then add the texture required to make the model look as real as possible. Hard to get a starting point, that is because UV wrapping a high poly model is like starting a jigsaw ‘where do I start?’. I got told to start with half of the wings, preferably upper half and lower half to therefore make it visually easier to colour map and unwrap.

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Another method of UV unwrapping is to apply a checkerboard texture on the ship and where there are major stretch marks or distortions, use the same method used on color mapping to unfold and sew up the rest of the UV maps. Here is an example of a checkerboard texture to help me find the major distortions throughout the model and therefore show a smoother and more realistic after effect.

As you can see by these comparisons, the edge of the sword has been aligned over so slightly which might not look like much but the result will be improved massively after the file node had been added and rendered.

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After

Modular Halloween Scene

Pretty much back to basics with flash art and animation, this time it was a seasonally based lesson. Halloween is the theme and we had to make a scene in an action script so we can therefore stop the motion tween with the simple C# code ‘stop();’.

Firstly we had the assets initially created in our libraries to build this scene from the ground up. The curves are mostly created for background/terrain area and the rest is mostly used for the haunted house and maybe further external details such as leaves, fences and an odd pumpkin here and there.

In the scene below, I have a inserted extra assets because I though that having more assets would give out more of a Halloween atmosphere and furthermore fill more of the blank spaces.halow

 

Refinement, texturing & Feedback.

missle
Missile pod
vent
Vents on the side of the hull.
hatch
Air-tight hatch

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uv
Planar mapping & unfolding

Going back to my ship model in Maya to make refinements and hopefully start some UV mapping without just adding a material and hoping for the best. Furthermore I had to give and get feedback from peers to therefore improve my model in any way possible.

Firstly, refining my ship, surprisingly more of a task that initially thought when I opened the scene. The ship itself was in its original state, on the other hand, the materials from the cockpit were all out-of-place so I had to completely redo the textures. Afterwards, the ship wasn’t symmetrical so I made use of the new tool I learnt; Insert Edge Tool, Connect vertices tool and many others.

When I finally finished my spaceship, I moved over to UV mapping where I can make the ship look as if was naturally made out of whatever material I place upon it. Honestly, I entered this subject of modelling with zero idea about what is required to actually texture to industry standards but I give it a go anyway. I first watched a video which was recommended to me by my tutor, the link will be in the blog below. The video gives simple step by step tutorial on how to UV wrap in different ways starting from the simplest ways possible. I followed along and found the basic foundations of planar mapping and unfolding, lets just say overall in my case. This was never going to be easy.

Link to video: https://www.youtube.com/watch?v=HLhazEa8wmw

2D game Analysis

It’s not every day you get asked to play games for work, well … lets put it as 2D game analysis.

This blog consists of a few images representing two different types of games. Made in flash, these games have been made to be used by two completely different mechanics; Point & click, arrow keys and Puzzle games are all used to make the game more interesting to play and sometimes more challenging.

I have played on two games to make this blog, Skywire & Hoshi saga. Both have been made by different developers with different art styles and a different way to play their game.

Firstly, Hoshi Saga. Hoshi Saga is a puzzle game where you need to navigate your way through to find a star within each level to either unlock a new one to finally finish the game. The overall look of Hoshi saga is quite simple; colour scheme, mechanics, aim and animation. But the actual programming must be quite hard to achieve, giving that some levels do give out a wide range of effects. I have seen many elements been used to make sure that the player has that constant engagement in-play, these element keep the player thinking and improving about what they need to do to get to their goal. Its pretty much like thinking ‘outside the box’.

Secondly, Skywire. Now this game I have played when I was young and to be fair, it still entertains me till this day. The art style is amazing, vibrant and funky, developers have kept the game exiting by delivering the same worlds yet keeping that nostalgia going by having the timer where the player may want to either beat their own record or compete with others times. Small characters are there so the player can focus on more than one task at a time, that also affects the flow of the game. The controller mechanics are as it follows, up arrow for go and down for stop … truthfully, pretty simple. BUT, what makes the game ever more interesting is that there is a lot of programming taking place during game play. By this I mean the wires are all made without giving any shading for depth yet the cart still continues on the line which is intended. Furthermore, there are physics which also affect the movement of the cart and effect the players chances of getting their passengers to safety. I think overall these games are a great example of what can be possible whilst developing.

lvl1
Screenshot of skywire Level 1.