Sometimes you even want to move all the action back or forth. Timing here stands for tuning the movement of some parts of the level, making objects appear sooner or later when playing the level. We use the time-control in level creation to do “timing”. It is also useful for visualizing crystals movement: It made the problem of getting the enemies to move between crystals without bumping into them much easier. To understand how the objects will move we added trajectories of their movement. There are a lot of times you get something ugly like this: Overlaying is actually a big problem during level development in our game, because when most of the objects on the scene are moving it is hard to prevent them from colliding beforehand. On the other hand we don’t want them to overlay other crystals, and we don’t want crystals to overlay each other. This is valuable in our game because you want the player to be able to link crystals so that all the enemies are destroyed. After that, the creation of levels was not only about positioning and then playing, but more about hopping forward and backward and repositioning the objects so they will stay as you want them to be in each moment of the level. To easily go forward and backward in time we provided hotkeys for this action. Objects then automatically recalculate their position when the time is set back to zero or moved forth. For most cases it was also easy to let the level designer to actually edit the level at that moment, so all the objects would be positioned or rotated how he wants them to be at this concrete time. In an action puzzle like ours, where many objects on the scene are moving during the gameplay and where their position relative to each other is really important, a tool like a timeline makes it much easier for the level designer to understand what will the level look like during playing while he is creating it in the editor. transforms of the unit圓d objects) dependable on time and also be able to go to a specific moment so that all objects will have the state they would have if you just played the game normally. The idea is to make the states and properties (i.e. And notably, it has a timeline that allows you to see how the scene looks at any given moment.Īnd so we thought because our game is deterministic we could use the benefits of a timeline. One of the members of our team has extensive experience in creating an animation editor. (By the way, if you will be interested in the process of creating a level and tools we use, we will be happy to make a separate article or a video on this topic) Initially, time manipulation was planned to help with level creation. We will be showing examples within Unity and using its terminology, but this concept could be used in other engines as well. We haven’t seen a lot of games that use time manipulation in such a way, so we thought we would try and dive into this topic explaining how exactly you can achieve this and also what applications it might have. To get more context you might want to take a look at the trailer of the game even though it is not mandatory to understand the rest of the article. Lintrix is a recently released action puzzle with some tower defence elements. We will use the game we are currently working on as an example. Sadly it is only possible inside the game but we’ll still talk about it. I’m talking about the ability of time manipulation. This is a series of articles on a particular feature that spawned a lot of value and proved to be a good move. Stas Korotaev design process lintrix unity
0 Comments
Leave a Reply. |