To put it in perspective, that took around 2 days to create, and would look great in any game. I'm really happy with the the end result. I used Cinemachines built in shake function when the sword lands. It took a little londer to get up the buttons and sound. I added some starts and fireflys with the particle system. ![]() It might work better if it slowly faded to night but then i would have to create more art. This fade script ping pongs between values. Make some pixel art and a fade on the 2D lights. I created a bunch of hill shapes in Affinity Designer and layered them up. That includes all the artwork and animations. Main Menu - This looks complicated but it only took a day to create. I can then set it to repeat from original positon. The text scrolls until it reaches an area marked by me, it's then masked. This is something i wanted to do for a while. It's amazing the flexability in a simple black to alpha image. I use this screen again for transitions, fade ins and fade outs. The image stays on streen, controlled by a timer. Splash Screen - A UI imaged that triggers a sound effect. ![]() Then leverage those packages to come up with a more professional looking menu. I thought i could add 2D lights and a cinemachine camera to the main menu. I didnt want to jump straight to changing gameplay. Original Menu - Works but very basic Original Overworld - Good but lacks visual interest I updating the main menu with better graphics, animations, sound and 2D lighting. I decided to give it a bit of a facelift. I thought it would be a good candidate for some of upcoming packages we needed to test. The project was in a good state but very basic. The main objective of STW is to gain Unity knowledge, find annoying/bad workflows and bugs! Scenario test weeks are a week in production when teams stop dev work as use their features and Unity. This project started off a scenario test week project by another team. I expanded it to cover 2D lighting and the new input system. This may cause the framing of the virtual cameras to be off by quite a large margin after the pixel-perfect calculations.This is an old project Unity 2019.2? It was created to test the pixel perfect camera package.
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