Time Travel: 2014

Chapter 146 Reconstructing Classic Games (3)

When it comes to specific game design, the first thing Lin Hui needs to do is build a 2D terrain.

The advantages of higher versions of Unity are reflected when building 2D terrain.

It was very troublesome to build 2D terrain in early versions of Unity.

In many cases, it is necessary to install paid plug-ins such as Ferr2D Terrain Tool or Tile Mapper to achieve the construction of 2D terrain.

Moreover, early plug-ins such as Ferr2D Terrain Tool are far from as powerful as later generations.

In the early version of Unity, it was very troublesome to build 2D terrain.

But in versions after unity2017, TileMap can be used to build 2D terrain.

TileMap is also called tile map. This function is a built-in function in versions after unity2017.2.

Use this feature to quickly build 2D terrain using tiles and grids.

But this is also a bit troublesome for Lin Hui.

In the Unity 2019 version, building 2D terrain is easier than using tile maps to build 2D terrain.

With some extensions, you can even lay 2D terrain using fool-proof drag and drop operations.

In this case, if Lin Hui really wanted to disgust people, he could even lay out an endlessly long but irregular 2D runway in the game.

Just such a small function will probably make many pirate manufacturers faint in the toilet in this time and space.

We have to admit that technology is developing rapidly.

Many technologies developed seven years later can be said to be far ahead of those in this time and space.

Lin Hui even felt that even if he didn't plagiarize classic games.

Just using the game engine from seven years later, Lin Hui was able to create many games that would make this space-time game manufacturer despair.

Lin Hui said this not just for self-promotion. Technology is developing rapidly.

You may not be able to perceive that technology is progressing, but the development of technology is an objective reality just like the passage of time.

Let’s take the game engine Unity as an example.

Compared with the early version of Unity in this time and space, the later version of Unity can be said to be inferior in all aspects.

Later versions of Unity support the dynamic resolution function.

Allows users to adjust the resolution of the rendered world and provides hardware dynamic resolution support.

Compared to software dynamic resolution, supporting hardware dynamic resolution will provide better performance.

Also when it comes to light processing.

The later version of Unity can be said to be a crushing leader when it comes to light processing.

Later Unity can replace the object's material and lighting with simple environment textures.

What's the use?

When you are editing a dark scene area inside a cave in a game.

Using this mode of Unity in post-production, you can observe the scene more easily in low light conditions.

In earlier versions of Unity, you had to set up ambient lighting.

Even with ambient lighting set up, editing the cave is not easy.

A single hole may take a development team several months to complete.

Some games even promote unique cave scenes as a selling point.

In addition, later versions of Unity support many different types of lights.

Includes: point lights, sprite-based lights, parametric lights, global lights, and free lights.

What can these things be used for?

These lights provide easily configurable parameters such as light color, light intensity, attenuation and blending effects.

With the help of these things, game developers can easily improve the visual effects of their 2D projects without any effort.

And what do people in this time and space need to do if they want to improve the visual effects of 2D projects?

Must use 3D lights or through custom shaders.

However, whether you want to introduce 3D light into a 2D project or get a custom shader, it is not an easy task.

In particular, he wants to introduce 3D light into 2D projects. As far as Lin Hui knows, currently no domestic game development company can achieve this.

And it is not easy even for Waiguo game developers to achieve this.

Support for multiple different types of light is just the most inconspicuous of several light-related features in later versions of Unity.

Later versions of Unity also support many functions including light map noise reduction.

Compared with the previous version, the later versions of Unity are all about crushing all aspects of light processing.

In this time and space, developers often take a long time to develop such games involving light and shadow.

Take the game Shadowmatic as an example.

Shadowmatic is a single-player game that came out in early 2015. It is somewhat similar to the shadow puppet game in ancient my country.

During the game, the player is presented with a very vague, abstract object that often does not resemble anything.

There is a light source off the screen that casts shadows on the wall.

The player's task is to rotate the object until the shadow cast by the object under the light source forms a recognizable outline.

In this level-breaking game, some levels have more than one floating object that players need to rotate.

Some levels even have two or three floating objects.

The player must rotate them correctly and place them correspondingly in 3D space to display the correct outline.

Like other puzzle games, Shadowmatic is level-based.

Each level corresponds to a different theme, which is reflected in the room's surroundings.

For example, animal levels take place in what looks like a jungle, while baby-themed levels take place in a nursery.

The player must progress through the game level by level, solving each previous stage before moving on to the next.

Shadowmatic has a total of 70 levels, distributed in 9 rooms.

If players get stuck, there's a hint system where they can pay with in-game currency to reveal clues about the silhouette they're trying to find.

Of course, even if there is this prompt system, the developers do not recommend players to use it.

So that you can enjoy the game more fully.

For such a simple game in the eyes of later generations, it took the developer team of this game more than half a year to develop this game.

But this developer team also reaped the rewards it deserved.

They won many awards for developing this game.

These include: Amsterdam Casual Wire Awards "Best Game Art" Independent Award, 2015 MO/S/CO DevGAMM "Visual Arts Excellence Award" and "Media Choice Award", in June 2015, the game was presented at the Apple Developer Conference Also won the Apple Design Award.

Although it took the game's developer team more than half a year to develop the game.

But with the latest version of Unity, it is very easy to develop a similar game.

In other words, if Lin Hui wanted to cut off Hu, it would be easy.

But it's not necessary.

This game was largely unpopular at the time.

And why did Lin Hui think of this game?

I am simply impressed by the rapid progress of technology.

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