Crossover: 2014

Chapter 124 Reconstructing Classic Games

Chapter 124 Reconstructing Classic Games
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……

"Grey God, why don't you speak anymore? [Doubtful]"

The message sent by Melancholic Youyu on Weibo pulled Lin Hui back from his thoughts.

Lin Hui found that some things seemed to be different after he was reborn.

When he thinks about things, he always unconsciously enters a situation similar to forgetting things and me.

However, Lin Hui felt that this should not be a strange ability.

It should be easy for anyone to get into this state when considering a "business" worth nearly $10 billion.

Lin Hui felt a little embarrassed by accidentally leaving Melancholic Yuyu aside.

But Lin Hui checked the time, fortunately only three or four minutes had passed.

Even so, Lin Hui still expressed his apology: "I'm sorry, I suddenly thought of something just now, and I was a little distracted."

Melancholy Yuyu: "It's okay, it's understandable, sometimes when I suddenly think of an inspiration..."

After a while, Melancholic Yuyu asked again: "Grey God, did you think of some game design inspiration again? [色]"

Lin Hui: "[Hematemesis] How can it be so easy to think of inspiration?"

Melancholic Yuyu: "I also know that inspiration is more difficult to brew.

But you are a gray god!I feel that your inspiration is wanton Wang/Yang type. "

Lin Hui: "When it comes to inspiration, I should ask you for advice."

Melancholic Youyu asked puzzledly: "Please teach me what to do? I don't know how to make games..."

Lin Hui: "But you know how to play games! Didn't you say 'read three hundred Tang poems by heart, and you can chant poems even if you can't compose'?"

You have done so many game guides, you must have a deeper understanding of the game.

In which direction do you think I should update the game next? "

Melancholy Yuyu: "Where is there a deeper understanding? At most, it's just a little shallow now and then.

If you really have a deeper understanding, you have already planned it..."

Lin Hui: "You are too modest, I don't think your opinion is superficial.

In addition, you have imagined the threshold of planning is too high, planning this thing...

Anyway, just find any player, and if you ask him to type a few lines of code, he may not be able to.

But you ask him to talk about how to plan the game, but any player who has a little understanding of the game should be able to say a few words..."

Lin Hui: "Anyway, don't be modest, stones from other mountains can make jade.

Your opinion may be very shallow to you, but it may be very helpful to me..."

Under Lin Hui's guidance, the melancholy Youyu finally expressed his opinion.

What Lin Hui didn't expect was that Melancholic Youyu's suggestion was to ask Lin Hui to update the paint job in several games.

According to Melancholy の Youyu, Lin Hui looked very charming in the game "Hill Climb Racing" before.

But the aesthetics are too masculine.

Therefore, she suggested that Lin Hui update some more female-friendly livery in the game.

In addition, it is a bit off-putting for female players to always face the unshaven character in the game.

Therefore, it is recommended that Lin Hui update the characters of some protagonists in the game.

It seems to be afraid that Lin Hui will not believe the rationality of her suggestion.

Melancholy の Youyu also posted a lot of screenshots of the chat group of female players of "Hill Climb Racing" to Lin Hui.

Judging from these screenshots, Melancholy の Youyu represents not only her personal opinion, but the demands of many people.

I have to say that the feedback of Melancholy の Youyu is really important.

Lin Hui did ignore the female player group when choosing the painting of the vehicles in this game.

Although there are relatively few female players in racing games.

But it is not to say that there is no female player.

It is necessary to know that the global download volume of the game "Hill Climb Racing" has exceeded 1000 million.

Among the 1000 million players, there should be [-] female players, if not a million.

And the quantity is not the key.

Even if there are only 1000 female players among the [-] million players.

Lin Hui felt that this appeal was also worthy of serious consideration.

Lin Hui originally had the idea of ​​updating some character images in the game and adding part of the painting in the lottery treasure box.

It was only at the beginning that Lin Hui felt that it was a bit stupid for a game that had just been launched to be busy adding paid content.

But now it’s different, female players have voices about adding in-game cosmetics that match the aesthetics of women.

Even if Lin Hui adds some paint, it will not be disgusted by the player group.

After all, what Lin Hui does is to listen to the voices of users.

Lin Hui seriously accepted the suggestion made by Youyu Yuyu, and said: "Soon you will be able to see a more aesthetically pleasing painting in the new version..."

Melancholic Yuyu: "Okay, I will definitely support you with krypton gold when the time comes..."

After chatting with Melancholic Yuyu for a while.

Lin Hui withdrew from Weibo.

After that, what Lin Hui has to do is to reconstruct the game "Hill Climb Racing" according to the previous idea.

Although in terms of time, there is no need to refactor so urgently.

But Lin Hui is used to doing things today.

Developing a game sounds cool, but it's actually pretty boring.

Even though it's boring, there are people who enjoy it.

Imagine that the cold instructions typed by the jumping characters at the fingertips can eventually turn into things that involve the player's emotions.

Undoubtedly very fulfilling.

When reconstructing "Hill Climb Racing", Lin Hui used the previous Unity 2019 version.

In the specific development process, the steps of establishing a project are the basic operations.

When it comes to specific game design, the first thing Lin Hui has to do is to construct 2D terrain.

The advantages of the higher version of unity are reflected in the construction of 2D terrain.

It is very troublesome to build 2D terrain in the early version of unity.

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

And plug-ins such as the early Ferr2D Terrain Tool are far from being as powerful as later generations.

Early versions of unity wanted to build 2D terrain although it was very troublesome.

But the version after unity2017 can completely apply TileMap to build 2D terrain.

TileMap is also called tile map, this function is a built-in function after unity2017.2

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

But this is also a bit troublesome for Lin Hui.

In the unity 2019 version, building 2D terrain is even simpler than using tile maps for 2D terrain building.

With some extensions, you can even lay out 2D terrain with foolish drag and drop operations.

In this case, if Lin Hui really wants to be disgusting, he can even lay an endless 2D runway in the game with no rules to follow.

It is estimated that such a small function can make many pirate manufacturers faint in the toilet in this time and space.

It has to be admitted that the development of technology is fast.

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

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

Just using the game engine Lin Hui from seven years later can produce many games that make this space-time game manufacturer despair.

Lin Hui didn't mean to be self-indulgent when he said this. The development of technology is fast.

You may not be able to perceive the progress of technology, but the development of technology is like the passage of time, which exists objectively.

Take the game engine of unity as an example.

Compared with the early unity version of this time and space, the later version of unity can be said to be almost all-round.

Later versions of unity support the dynamic resolution function.

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

Supporting hardware dynamic resolution will provide better performance than software dynamic resolution.

In addition, when it comes to the processing of light.

The later version of unity can be said to be a crushing leader in terms of light processing.

The later unity can replace the material and lighting of the object with a simple environment texture.

What's the use of this?
When you're editing a darker scene area inside a cave in a game.

Using this mode of unity in the later stage, 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 caves is not easy.

A single hole/burrow can cost a development team months.

Some games are even advertised as unique cave settings.

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

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, falloff and blending effects.

With the help of these things, game developers can easily enhance the visuals of their 2D projects without much effort.

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

Must use 3D rays or via custom shaders.

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

In particular, he wants to introduce 2D light into 3D projects. As far as Lin Hui knows, no game developer in China can achieve this.

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

And support for many 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 version of Unity is all-round rolling in various treatments of light.

In this time and space, it often takes a long time for developers 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 15, which is somewhat similar to the shadow puppetry game in ancient my country.

In the game, the player sees a very vague, abstract object that usually doesn't resemble anything.

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

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

In this level-breaking game, some levels have more than one floating object that requires the player to rotate.

Some levels even have two or three floating objects.

The player has to rotate them correctly, placing them correspondingly in 3D space so that the correct outline appears.

Like other puzzle games, Shadowmatic is also based on levels.

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

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

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

Shadowmatic has a total of 70 levels spread across 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 with this hint system, the developers do not recommend that players use it.

In order to be able to fully enjoy the fun of the game.

It is just such a simple game in the eyes of later generations, but it took more than half a year for the developer team of this game to develop this game.

But the developer team has also reaped the rewards it deserves.

They have won many awards for developing this game.

These include: Casual Wired Amsterdam Indie Award for "Best Game Art", DevGAMM "Excellence in Visual Art" and "Media Choice Awards" at the 2015 MO/S/CO DevGAMM, June 2015, the game was presented at the Apple Developer Conference It also won an Apple Design Award.

Although the developer team of this game developed this game, it took more than half a year.

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 there is no need.

To a large extent, this game was the kind that was popular or not.

And the reason why Lin Hui thought of this game was because of the rapid technological progress.

When it comes to technology, being seven years ahead can really do whatever you want.

And in the case of this space-time unity being half a beat slow.

Lin Ash is actually nine years ahead.

In this case, resort to a more powerful editor.

Even if Lin Hui doesn't copy other people's games, he can easily succeed.

But for now, it's better to be safe.

You can take advantage of the success that can be copied to lie down and win, so why go through the thorns and thorns.

With the help of a powerful game engine, laying 2D terrain is effortless.

After a while, Lin Hui got the corresponding 2D terrains in several modes.

Lin Hui's so-called 2D terrain is mainly equivalent to the game track and the environmental background of different modes in the racing game "Hill Climb Racing".

After having a track, it is natural to develop parts related to racing.

Of course, the so-called "track" and "racing car" are all for players.

For game developers and game engines, the game track in the 2D terrain is used as a collision body.

(2D Rigidbodies cannot collide with each other without colliders)

The term corresponding to the mass point of the racing car in the unity engine is called a rigid body.

And the pattern style presented by the racing car is an elf.

When it comes to the specific design and painting of the racing car, Lin Hui can refer to the previous project files of "Hill Climb Racing 2".

Unity has a separate physics engine to handle 2D physics in order to take advantage of 2D-only optimizations.

Lin Hui's next job is to set the motion characteristics of the rigid body under the new physics engine of the advanced version of unity.

Through the Body Type property, set the component settings of the 2D rigid body.

This is used to interact with 2D colliders to manipulate movement (position and rotation) behavior.

……

Lin Hui quickly entered the working state, accelerating the reconstruction of the game "Hill Climb Racing".

(End of this chapter)

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