Landing Game Blog. Part 3 – About graphics
The choice for 2D fell for several reasons. The main thing is that in the future I could expand the team at the expense of two -dimensions because there are a couple of candidates. The same reason was one of those who prompted me to switch from Unreal Engine to Unity, but this will already be a different conversation. The second reason was that two measurements are much faster in prototyping compared to 3D. Well, the third is simple curiosity, because all my previous projects were voluminous and I wanted to try something new.
Despite a pack of downloaded ready -made asses under 2D, I decided to use my graphics to better understand the construction of Tile sets. And the first level looked “amazing”:
But he allowed to immediately run the prototype mechanics on cubes and areas.
After the run -in, I decided that it was worth making a graphic schedule and thoughts went towards drawn style with a pencil. From the category of this:
I decided to draw by hand in reality, and then simply process in the editor for the best view. These sketches were at the entrance:
And after processing, a similar image was obtained, which could already be cut into parts:
But the graphics in the game turned out https://slots-amigo.co.uk/ to be completely flat. There was an active layer in which the whole movement and a homogeneous backdrop with a paper texture occurred. And after a long search for the wrong side, such as adding stylized noise or some additional spots, a slight insight in the form of a parallax effect came. Which led to the current type of graphics:
But then a new problem appeared, which was not always noticeable in open spaces, but was very well manifested in narrow places – it is difficult to understand which layer is active and you should not meet with it, and which decor should not meet with it. This problem was noticed by me and a couple of volunteers on which prototypes were tested.
There were two solutions:
Highlight the active layer with color or texture so that it is better out of the mass
Remove the stroke of inactive layers
The final decision came close to the second. I removed the stroke, but this was not enough and then added a little blur to defocus. The result completely saved this problem and did not give a lot of damage to the graphic side:
Well, how could you notice – in the game everything is not gray white, like on tilemap. I decided to leave the gray color only for the menu and training levels. And all the others to group 10 and each pack assign your color to add variety.
In general, it was decided to make the menu in the form of a cave of the intestine, which was more suitable for the style of the game itself than standard screens with a set of buttons. I took the fonts free, which are distributed under a free license.
In general, such a schedule met many criteria, such as: the speed of creation, a stylish type of picture, ease of use. The project began as a training session to run into and consolidate knowledge. I have not been highlighted for its development. But, as always, “but”. The game began to turn out to be working and even interesting (at least a couple of acquaintances) and it was decided to add time to its refinement and polishing, but hence the poor set of the mechanic and the secondary. Therefore, the choice of graphics was very dependent on how much time it would take. I did not want the game to become long -term, because the long development time is hiding one of the worst enemies – burning out. After 5-6 months of tight work on something-you can get very tired and it is almost impossible to force yourself to work on it. This ailment has already fell out of my game. In general, on the schedule, I told everything. Behind the scenes remained only all sorts of buttons and small details. Thank you for your attention.
The best comments
In the third blog, a more competent approach to the description is visible;And it began to read somehow very lively. Progress pleases ^^
It was great to learn about the small “path” of graphs to the result, which is now available, about solving the problem with the active layer and background, about the assembly of all levels from “paper” presets. And such an approach with drawing and transferring to the game is ordinary practice? I first meet the transfer of drawings directly to the graphics, if you do not take into account the topic of rotoscope technology.
I like your menu: I love a non -standard approach when the menu is more than the list.
Is it possible to hope for the continuation of the banquet?
I don’t know how often the transfer of the drawn to the digit is used, but according to all reports, it is rather rare. A mumper two -dimensor can quickly and efficiently draw so immediately on a computer. Only sketches will remain on paper.
I will continue to lead the blog until some logical end. And after releasing this game, I’m not going to throw a hobby 

