The magic items and their corresponding visual effects ended up taking about a week to bring from concept to implementation, and working on them was one of the more iterative, productive, and fun periods of Color Sheep’s development cycle. Our primary goal was to introduce some forgiveness to the game — up until items were introduced, fumbling a color combo was pretty close to 100% fatal. This also presented us with an opportunity to add some visual flair to offset the fact that Woolson is immobile.
Since the release of the game it’s been a real encouragement to hear people say they like the art of the game. This is Eric writing today, the artist on the team. I hope this entry will be enjoyable and maybe insightful!
This SceneManifest package is a tool for organizing scenes into explicit groupings (e.g. world 3, level 2) that you can query at run time. It also retains information about scenes included in your build. This can be useful if you need to take action based on whether or not a level can be loaded. Included is an example scene and script to demonstrate various ways the SceneManifest can be used.
Howdy! This is TrinketTom reporting to give you a rundown of the add-ons and services that contribute to our daily workflow. The program we use the most is Unity, with ex2D and NGUI added on top. I’ll briefly review our experience with them and then discuss the web services we use for task tracking, version control, and analytics.
Out of the box, Unity provides minimal support for creating 2D games. Unity doesn’t actively stop you, but there’s nothing to help manage depth, easily pack sprite animations, or assist with resolution-independence. After a bit of research, we chose ex2D to give us a boost in creating our first 2D game. With source access and the straightforward, Unity-style components, we’ve been able to focus on making a 2D game instead of a foundation for one.