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Escape Puzzle Game Question
Hi Guys, I have a question which is more of workflow question then a specific one. I hoping some of you can help me out or point me to some resources I can read. I asked uncle Google but can't seem to find anything.
I'm trying to create an "Escape" puzzle game. Kind of like these:
https://play.google.com/store/apps/details?id=air.com.dozengames.FloorsEscape
https://play.google.com/store/apps/details?id=air.com.mobigrow.canyouescape
https://play.google.com/store/apps/details?id=air.endlessescape
You get the idea.
My question is, are those scenes a 3D environments (actual game objects) or are they just rendered JPEGs? I would think it would be better if it is a 3D environment, but I want to make a game with a storyline, not just random levels, so it would be about 100 levels, so I'm worried about the file size. These are just things that I thinking about before I start.
Any advice, suggestion and notes would be greatly appreciated.
Thx Stan
Remember that a level is just a collection of object references. As long as you don't have too many objects/meshes/images in your project (or you can reuse them etc) the file size should still be quite small. A scene is quite literally just a little piece of text in YA$$anonymous$$A format.
Thx for the reply. I see, but I want to have very complex scenes (detailed objects, nice lighting and shadowing and so on) that's why I'm worried about the file size. If I go with the JPEG then I can create high detailed objects and lighting and just render out a plain old JPEG and use it to fool the player that it's an actual 3D enviroment? I think that would be a more efficient way to go, what do you think??
Well, as long as your environment isn't too dynamic, and you plan on using a single non-direction changing orthographic camera for rendering anyways, using images would definitely increase performance, however probably slightly increase build size (Images are more expensive than 3d models). But it should really not matter at all ;)
You simply use 2D images - PNGs - to make games like this.
It's that simple.
It's exactly like doing $$anonymous$$ario or any flat, 2d, "arcade" game. (So anything ranging from bejeweled, angry birds, puzzle games, pixel-side-shooters, space invaders, pacman, etc)
(The fact that the images happen to be "3D renderings" is irrelevant - the images could be just watercolours done on paper by the artists .. you know?)
Everyone uses 2DToolkit for sprite games in Unity. (Also, next year Unity are releasing their own "Unity2D" which is their version of 2DToolkit.)
You will have to get 2DToolkit, or a competing product, as it would be nuts to bother doing all the work of sprite handling etc yourself.
"Antrim Escape" is a big-selling game of this type.
Answer by Spider_newgent · Oct 15, 2013 at 07:39 AM
Hi Stan.
I haven't played the games you posted above, but from the screenshots and videos, they look to be simple 3d environments which have been rendered out as images, (jpegs,pngs or whatever).
It would be relatively straightforward to have a hi res picture/rendering of a detailed, ornate table, then place a realtime 3d object on top which the user can manipulate, like a cube which can be rotated, a box which opens/closes and so on.
Using 2d images to fake the 3d would probably keep your file size down, though it depends on what you actually want to achieve. Bear in mind that the game: Riven, (Myst sequel) is 2D and is several GB in size, whereas Zelda: Ocarina of Time is unbelieveably about 40 meg!
for 2D games, an environment is created is 3D, then individual animations and effects are rendered out into appropriate still images or movie files. These are layered and the different effects triggered using code, such as playing a "doorOpen" animation when you tap the picture of a door.
As some examples of games which take different approaches, The Room is completely 3D:
http://fireproofgames.com/the-room
whereas, games by FireMaple are totally 2D:
http://www.firemaplegames.com/tsogm.html
I'm yet to look into using Unity to create games of this type, but with the upcoming 2D tools, I can't imagine it'd be very difficult to implement.
Is that the kind of info you were looking for?
Hi, Thx very much for taking the time to write such a detailed reply!!!
Yes, pretty much that's what I was wondering. So essentially I just create rendered JPEGs for every scene and then use them as a sprite on one side of cube or a plane. For example if there is a rendered JPEG of a screwdriver on a table and the player picks it up, I would create a null object over that screwdriver and when it's clicked it would load another JPEG with the table but without the screwdriver, right? Or do you think it would be more efficient to have the screwdriver as a separate 3D element layered on top of the rendered jpeg background? I think that would consume more space and it would be more complicated to write the code (I'm a graphic artist so I find the coding part pretty scary still : (
If you know of a tutorial or some extra info about what I'm trying to do, I'd really appreciate it.
Thx Stan
Just downloaded The Secrete of Grisly $$anonymous$$anor by Fire $$anonymous$$aple Games and that's pretty much the style I want to create. I think it looks really good even though they're just JPEGs.
Hi.
Yeah, there are ace subtle effects in the Fire$$anonymous$$aple games, such as water ripples, waterfalls, subtle floating animations and stuff.
I'd strongly recommend you check out Riven as it's similar, but was produced by a huge $$anonymous$$m, featuring some real $$anonymous$$d bending puzzles, a great story and some amazing design/graphics.
Good luck, and if you get stuck, just ask. I'm sure people will be happy to help. Just remember to start small!
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