Posted September 28, 2023 by georgie
Implementation
The implementation checkpoint for this week includes presentation and graphics! Graphics have been a substantial part of my game’s work from the early stages of development, including features such as the camera, sprites, animations, tilemaps, and some visual effects. As a longtime artist, working on the graphics felt like a natural starting point for me, and while much of the game is still a work in progress, I believe that adding graphics early on helped to give the game a more polished feel.
To ensure consistency, I opted to use tilemaps by a single artist – Cainos – and applied stylistic rules to my own drawn sprites: small resolution, bright colours, with coloured inner lines, black outlines, and a dark, circular shadow beneath. The character sprites are also animated with a small number of frames, giving a more cartoony feel. These choices are intentionally reminiscent of classic arcade games, which are a major source of inspiration for Riff Wrath.
To build on the implemented tilemaps, I expanded the area, and adjusted the colours of the tilemaps via gradient maps in Clip Studio Paint (assigning colours to new colour values). Unity's convenience continues to be remarkable; by simply replacing the tilemap image file, all of its implemented features and components remain intact, while the appearance seamlessly transforms! The original map concept included dark, unsaturated shades of purple, which I attempted to incorporate into the adjusted tilemaps, giving the world a dark, more fantastical atmosphere – a perfect fit for a player character using his guitar as a magical weapon! Likewise, the darker colours allow the light green zombies to stand out, giving greater visibility. (And have no fear; the tilemap artist permits editing!)
The process of changing colour values via gradient maps in Clip Studio Paint, from default to the gradient set "Somber Shade (purple)".
Graphical elements can also be implemented through Unity directly, such as camera view and visual effects.
For the camera system, I integrated a Cinemachine camera following guidance from the KIT109 tutorials. This camera is configured to follow the player's movements throughout the game world, smoothly adjusting its position as the player explores the environment. Additionally, I introduced a vibrantly-coloured trail using Unity's Trail Renderer component – this convenient tool allowed me to finely customize the trail's appearance, including its colour, width, and lifetime (i.e., how long the tail appears on screen). As Davey navigates the map, this small trail creates a dynamic and eye-catching visual effect, making him stand out from the background.
The Cinemachine camera smoothly following Davey, offset to the right.
Davey's bright red trail, fading to a transparent gradient, showcased by me simply dragging his game object around. The zombies look in awe.
Much like the trail, I also employed Unity's Particle System to implement some crucial particle effects. When Davey takes damage, he will now emit bright red particles directly from his game object; this system is attached to his damage on collision script. These vivid effects provide a clear indicator of Davey's health declining during encounters with enemies, ensuring that players are aware of such interactions.
User Feedback / Improvements
User feedback regarding graphics has accumulated throughout previous iterations, as graphics were previously implemented:
Alternative Approaches
References
Cainos. 2021. Pixel Art Top Down - Basic. Accessed 25 September 2023. <https://cainos.itch.io/pixel-art-top-down-basic>