Long story short, my goal is to make a finished 2D art asset package for sale on the Unity Store (and possibly other package selling websites). Just keep that in mind while you follow this, if you’re not interested in reading all of whatever I’m about to write.
So I’m pretty new to unity, and I’ve been interested in understanding it and the 2D engine. After watching all of Unity’s 2D tutorial videos (except for the character controller one, but I’ll get to that when it’s time to get to that), I feel like I’ve got a basic handle on how Unity 2D platformer games are assembled. To challenge myself to learn more about it, and to actually learn more about it, I’ve decided to make a modular 2D art asset package.
When I first started this, I thought about doing it purely tile based, with everything fitting into a perfect square, but now I think that would be too simple. I’d rather make all of the game’s objects by their own parameters, free of a perfect grid.
After reviewing the kinds of 2D packages available for sale on the asset store, I think it would be best to design the package to best serve two different purposes:
- The package should look fine in unaltered png format, with no special unity effects being cast on it.
- The package should look good WITH special effects. Raycasting, normal mapping, you know. professional stuff. Stuff I’m currently trying to learn.
The idea is a 2D platformer, of a medieval village floating in the air on flying islands and whatnot. Without getting too heavily into high fantasy, that is. I certainly love the idea of getting really far out there with what magical properties might keep the islands afloat, and how life might be different up there than just what you would find in a typical medieval style village and castle. That is, however, too much to ask for from something for the unity store. It should be open ended enough that it can serve different client’s purposes. And anybody who needs specific pieces of it altered can always contact me for a job.
Below is a mock up of what the inside of an inn could look like:
Anyways, before I get to work making finished files, I took a look at what different effects Unity is capable of producing that I need to learn how to do in Unity, or at least, understand how they’re done.
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Raycasting and Shadows, as a result of nearby light sources
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Lights that flicker (gently, strobe lights are annoying)
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Is “normal mapping” possible with the 2D engine? I want objects to be affected in specific ways by their 2D engine. Lighting to hit one part of a sprite differently than another part, and all that.
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What changes to the assets in unity would I have to make to alter between day and night versions of scenes?
I’m not sure the best ways to ask these questions. I know that the tutorial video for unity2D specified that the engine was made with the idea in mind that people using it generally wouldn’t want to worry about using lighting effects on their 2D assets; Usually the lighting was “baked in,” which I take to mean “they just paint the sprites the way they want and use unity for making them fit together for the game.” That’s fine and all, but absolutely anyone can just make png files. If I want to make good work I’m going to have to learn to be able to do something more.
Anyways, that’s currently where I stand with teaching myself the Unity 2D engine and applying what I know. I made this thread because I wanted to show my progress and find answers to my questions.
Critique is absolutely welcome, I’m here to learn. Thanks for reading!