レーシングゲーム - PC - 2009 ~ 現在 ╰(°▽°)╯
最初は使ったGame Maker 8エンジンで、スーパーファミコンのF-zeroやスーパーマリオカートようなモード7で作り始めました。
私のまだうまくなかったプログラミングスキルのため、トップダウンヴューの2Dゲームで作ると、だいぶ楽な工程に変わりました。それに加え、画面分割で4人プレイができます。しかしUIとかタイルセットの的に困らせられたり、キャラクタースプライトの創作も煩雑になってしまいました。このバーションはGame Maker Studioに変わりました。
最後の2Dバージョンと思いますが、完成したらUnityやUnreal Engineで3Dバージョンを作りたいです。このバーションにはGame Maker Studioから作り始まってGame Maker Studio 2に変えました。キャラクターについて来るカメラが、キャラクターと同じ回転をするので、問題のUIとキャラクタースプライトの創作が消ました。タイルセットのタイルには、サイズを16*16pxにし、タイル種を減少しました。
バージョン2で始めたゼルダのようなトップダウンビューに戻すことにした。 そのほうがキャラクターも環境もちゃんと見えてかわいいしね。
このバージョンは現在のバージョンで、Gamemaker Studioのコミュニティがこの数年で多くのことを学び、私が試したいトリックやコンセプトをさらに学ぶことができたので、コードを完全に書き直した「だけ」のものです。
バージョン6でお会いしましょう(笑)
The second version was made on Game Maker Studio. Because of changes in the engine and because I didn't really feel comfortable with 3D programming (I'm still new to it), I decided to change everything to 2D with a normal top-down view like Micro Machines. However, the view was closer to that of an RPG or adventure action game. I added a four-player split-screen mode and character selection. With this version, I changed the universe to that of the Touhou project, because it is free to use and known all over the world. This allowed me to concentrate on the gameplay and mechanics, rather than finding characters, objects or stories that would fit the atmosphere of the game. I also had access to a lot of visual material.
I had to rethink the HUD because of the UX problems caused by the new view, but I didn't find any interesting options.
The third version started in Game Maker Studio and then moved to Game Maker Studio 2, thanks to the more efficient tile management system in this new version of the engine.
With this version, and because it's been a long time since I started this project, I changed the camera system again to improve my workflow and to solve the HUD problem that had arisen since I switched to a top-down view.
In fact, with a three-quarter top-down view and a fixed camera, in order to have a fluid rotation of the characters, I had to create far too many frames of animation for the 16 directions planned, multiplied by each type of animation (gain, loss, crash, etc.) and the number of characters. Far too much work for one person to do in their spare time. So I rotated the camera in relation to the direction of the character. That way, the character's sprite is always the same, head up, and I drastically reduce the number of assets to produce. It also allowed me to display my hud directly on the character.
I also decided to reduce the size of a tile from 32x32px to 16x16px, as well as the size of the character's sprite, to further reduce the production time.
This version will be the last in 2D. Then I'd like to do a 3D version in Unity or Unreal, with a small team to add ideas that I couldn't add in the 2D version.
I decided to go back to the Zelda like top down view I started with version 2. as I found a way to resolve the issues I stated at that time : just have to work harder. It was also way more cute to properly see the characters and the environment like that.
This version is the current version and is "just" a complete rewrite of the code as the Gamemaker Studio communityexpended a lot those past years and I could learn even more tricks and concept that I want to try.
See you on version 6 (lol)