I have been trying to start working a new game, but I’ve just not had enough free time since I started working for Mcor Technologies. Each time I sit down to think about the design of a game, it eventually turns out to be very ambitious in every department. I have planned out a couple of games with promising ideas, and I intend to work on them… eventually. But, that probably won’t happen while I work solo, especially due to the fact I’m mostly a programmer and not an artist.
There’s also another problem I was not expecting: I don’t have enough motivation to work on 3D games (which all my good ideas are based on), because I work with 3D programming every day at work for a non-gaming application. Not enough 3D juice left in me, I suppose.
For this reason, I thought it’d be a good idea to go back to the basics and work on a very simple, sprite-based puzzle game. I’ve laid out the basic design, did some of the programming and drew a few of the sprites. There is a title, but I won’t mention it until I have something more substantial to show.
For now, here is a walking Troll. This is the controllable character in the game:
You might have noticed that, for some meshes, calling Unity’s built-in function to
RecalculateNormals(), things look different (i.e. worse) than when calculating them from the import settings. A similar problem appears when recalculating normals after combining meshes, with obvious seams between them. For this post I’m going to show you how
RecalculateNormals() in Unity works and how and why it is very different from Normal calculation on importing a model. Moreover, I will offer you a fast solution that fixes this problem.
This article is also very useful to those who want to generate 3D meshes dynamically during gameplay and not just those who encountered this problem.
The current state of 2D in Unity is currently a bit underdeveloped, due to the fact it was only recently released. After all, Unity is still primarily a 3D engine. One of the obvious things that are missing right now is the ability to have tiled sprites. As of version 4.5.4, you cannot do that out of the box without some nasty trickery. Current solutions you find online will usually have you replicate a sprite multiple times, but that’s far from the best solution; a Sprite is not just an image, it’s its own entity that comes with additional overhead.