unity2d 角色翻转
What does Zoink Games mean when they refer to Flipping Death as the spiritual successor to their previous hit game, Stick It to the Man? They’re referring to the fact that both games are puzzlers with a unique mix of innovative physics and 2D and 3D art. The two games also share supernatural themes, off-the-wall humor and quirky characters. Finally, like Stick It to the Man, Flipping Death will be released to several platforms, but Nintendo Switch fans of Stick It to the Man, in particular, are eagerly anticipating its release this year.
当Zoink Games将“翻转死亡”称为他们之前的热门游戏“坚持到底”的精神继任者时,意味着什么? 他们所指的事实是,这两款游戏都是将创新的物理技术与2D和3D艺术完美融合的益智游戏。 这两款游戏还具有超自然的主题,随意的幽默感和古怪的角色。 最终,像《向男人粘住它》一样,《翻转死亡》将在多个平台上发布,但是任天堂Switch的《向男人粘住它》的粉丝们尤其热切期待今年发布。
“The Nintendo fan base has always liked our games,” says Rasmus Jarl, the lead developer on Flipping Death. “I’m not sure if it has something to do with the fact that players can take the game with them wherever they go or what, but those are the users that are most excited.”
“任天堂的粉丝群一直喜欢我们的游戏,” Flipping Death的首席开发人员拉斯穆斯·贾尔(Rasmus Jarl)说。 “我不确定玩家是否可以随身携带游戏,这与玩家是否兴奋有关。”
(Documentation made the switch smooth)
While the team has prepared for release on Xbox, PC, Steam and PS4, Jarl says that the Unity-Nintendo partnership made development for Switch particularly smooth.
尽管团队已经准备好在Xbox,PC,Steam和PS4上发布,但Jarl表示,Unity与Nintendo的合作使Switch的开发特别顺畅。
“Nintendo puts special effort into making sure Unity feels like a first-party platform,” he says. “The submission process is smooth and intuitive. And the documentation is comprehensive and clear. Unlike some other documentation, which can be dry and complicated, the Switch one feels like it was written for humans, and it includes a lot of examples so you can understand the context.”
他说:“任天堂特别努力确保Unity感觉像一个第一方平台。” “提交过程既流畅又直观。 并且文档是全面而清晰的。 与其他一些干又复杂的文档不同,Switch 1感觉就像是为人类编写的,并且其中包含许多示例,因此您可以理解上下文。”
(A little bit extra in the way of support)
In addition to the documentation, Jarl says that support from both Unity and Nintendo is excellent.
除文档外,Jarl说Unity和Nintendo的支持都很出色。
“Not only is the Nintendo documentation great, they also have their own community people who share their insights and provide us with solutions. It’s a mix of third-party and first-party support where you can feel that they put in more effort in making it a complete experience for developers,” he says.
“任天堂文档不仅很棒,他们还有自己的社区成员,他们分享他们的见解并为我们提供解决方案。 它融合了第三方和第一方的支持,您可以感觉到他们在为开发人员提供完整的体验方面付出了更多的努力。”他说。
(Pluses and minuses of optimization)
All in all, Jarl says that the documentation, support and ease of the workflow were top-notch, and there were no major issues optimizing for Switch.
总的来说,Jarl说,文档,支持和简化工作流是一流的,并且针对Switch进行优化没有重大问题。
They had to make some tweaks to the controllers and work a bit more to accommodate the HD Rumble feature, for example. They also implemented their own systems to perform some extra culling in order to accommodate the lower performance in Unity.
例如,他们必须对控制器进行一些调整,并做更多工作以适应HD Rumble功能。 他们还实施了自己的系统来执行一些额外的剔除操作,以适应Unity中较低的性能。
On the other hand, Jarl says that it made testing easier because it’s hand-free. People didn’t have to sit at the developer’s desk to test-play, and in fact, they could even take it home with them.
另一方面,贾尔(Jarl)说,它无需手动操作,因此使测试更加容易。 人们不必坐在开发人员的办公桌旁进行测试,实际上,他们甚至可以将其带回家。
“Even though Switch was the lowest performance-wise compared to the other platforms we released to, it was the one the team enjoyed developing for the most, and the one players are most excited about,” says Jarl. “It just felt like one more phase of the workflow in Unity.”
“尽管与我们发布的其他平台相比,Switch的性能是最低的,但它是团队最喜欢开发的平台,而一个玩家对此最为兴奋,” Jarl说。 “感觉就像是Unity工作流程的又一个阶段。”
Interested in developing for the Nintendo Switch? Register on the Nintendo Developer platform for access to Nintendo developer tools and resources.
有兴趣为Nintendo Switch开发吗? 在Nintendo Developer平台上注册,以访问Nintendo开发人员工具和资源。
(A well-oiled machine)
In addition to Stick It to the Man and Flipping Death, Zoink have been using Unity to create games like Zombie Vikings and Fe since 2011, and they have a well-oiled workflow and pipeline.
自2011年以来,Zoink除了将其坚持到人类和Flipping Death之外,还一直使用Unity来创建Zombie Vikings和Fe之类的游戏,并且它们的工作流程和工作流程非常完善。
“We feel very comfortable working in C# in Unity. In contrast, C++ is a big beast with a lot of safety issues and low-level things you have to deal with. With Unity, we can work fast and focus on key areas. If we had to change to another engine, I’m quite sure, we would be a lot less productive and not able to change things as quickly as we do in Unity,” Jarl says.
“我们在Unity中使用C#感到非常自在。 相比之下,C ++是一门巨大的野兽,它具有许多安全问题和您必须处理的低级问题。 使用Unity,我们可以快速工作并专注于关键领域。 我很确定,如果必须更换为其他引擎,我们的生产力将大大降低,并且无法像在Unity中一样快地进行更改。” Jarl说。
You can learn more about how Zoink Games created their latest puzzler in the Unity for 2D Flipping Death case study. We also interviewed Zoink Games’ creative director Klaus Lyngeled at GDC, see our live show episode here:
您可以在Zoink Games在Unity for 2D Flipping Death案例研究中了解有关Zoink Games如何创建其最新益智游戏的更多信息。 我们还采访了GDC的Zoink Games创意总监Klaus Lyngeled ,请在此处查看我们的现场表演集:
unity2d 角色翻转