You know that one-day game that sucked, the one I didn’t finish because it was taking me more than one day? Well, I’m stubborn, and I hate not finishing things. So I completed it. It took me almost 4 days, but here it is, a 3 levels prototype.
Here is the official page, where you can play it.
It’s a simple “sneak around unnoticed” game, inspired by a game that I once loved, Commandos. You are Fabianguy (any allusion to Fabian Smith – to whom I totally stole the title for the game – is purely causal) and have to examine the blue boxes in search of your spoon. While avoiding the field of vision of those red guys (the fearful Inhabitants!). If you’re stuck, you can shout (actually, it’s more of a shriek), and they’ll come looking, allowing you to go around them. When you get caught, a casual end tale appears, created by randomly mixing various phrases in a puzzle-like way. It’s weird!
The main idea erupted when Baroni let me try his great Simple Waypoint System (which now implements HOTween for curved paths). Then Fabian mentioned the word Überbleibsel, and everything fell into place. Not to mention that Fabian also sent me a picture of his IKEA spoon (so I could choose what to add to Holoville Games’ partners section), and since I didn’t use it in our main website, I HAD to place it somewhere else.
The main issue I had was with the field of vision. Calculating it via code was a breeze, but I wanted it to be actually visible, while being correctly cut by walls, corners, etc. I thought that spotlights would be perfect for that, and quick to implement. But ouch, I discovered that in Unity they can’t project shadows (and thus be correctly occluded) when using orthographic cameras – mainly because deferred lighting isn’t compatible with ortho cams. After some searching around, I found that you can add a fullforwardshadows option to a custom shader. Whew.
But then, the problem was that I wanted a bright ground. And the light cones didn’t shine enough. Thus I needed to delve deeper into custom shaders. Instead than learning more Shader code, I went the lazy way: Strumpy Shader Editor. Which is awesome – and free. With that, plus some contrast effect applied to the main camera, I finally reached the result I was looking for.
To have the player walk around in point&click style, I relied on Unity 3.5 mesh navigation. For the sprites I used the always wonderful 2D Toolkit, Smooth Moves for the minimal character animation, and HOTween for all the tweens (first screen apart). I also – and obviously – made intense usage of the awesome Simple Waypoint System, which allowed me to quickly set paths for the evil Inhabitants. I really liked it, and plan to use it in future games. Finally, for the startup screen I got to use Animator, a Unity plugin which allows you to create cutscenes in a Flash-like style (Blake lured me into buying it, and I’m happy he did). I wanted to create something like that for the next version of HOTween’s Visual Editor, but since absameen already did it, I’m glad to avoid the hard work. It’s still in its infancy, but already quite powerful, and Unity definitely needed something like that.
All in all, it was a fun and frustrating experience. For a prototype Though now I have another idea I’d like to realize. But I’ll resist! Back to Journeyballs!