Hi folks,
I’m a composer/sound designer by profession (mostly kids animated series work) but I also have an abiding love for the old point’n’click games, and a story burning a hole in my pocket. I figure it might be worth a crack at trying to put my own game together.
Adventure Creator looks pretty amazing. I’ve had a play with Visionaire and AGS in the past, but this seems to be a whole other level. Plus the easy access to a wide range of publishing formats is a huge benefit to anyone who aspires to a “proper” release.
I’ve not touched code for a LONG time (I used to write rudimentary text games in BASIC on the BBC Micro back in school!) so I love the node-based approach, but I like that coding is available as an option if needed.
I had a couple of pre-purchase questions that I’m hoping someone could answer for me. Apologies if these have already been covered, or are “dumb” - I had a hunt around and couldn’t find answers, but I may have overlooked, and I’m new to Unity. Pretty quick learner though, so hopefully I won’t be bugging you too much once I hit my stride
1. 2D characters in 3D environments - Kind of the exact opposite of the “2.5D workflow” I guess! Is this possible? I’d love to be able to use some 3D environments for added depth, interactive lighting, tracking cameras etc. but I’m envisaging a “toony” style for my characters (which I’ll probably get some designer & animator mates to work on with me). I had considered maybe just using 3D characters with a toon shader, but it’s not quite the same. Is there a workflow that would allow i.e. putting rigged 2D character animation onto flat planes that always face the camera?
2. Scene camera tracking laterally with character - A follow up to the previous point - can you set up a game camera in a 3D scene to track along with a player rather than pan with them? (i.e. the camera physically MOVES rather than rotates to follow).
3. Character gestures/expressions - I’ve seen the
tutorial talking about controlling character expressions in the dialogue. It looks really useful, but I was wondering if it could also be used to insert more granular gestures etc. in the same way.
So i.e. the tutorial has the following example:
[expression:Happy]It’s a great day to make games!
[wait:1]
[expression:Sad]Too bad it’s Monday…
I’d love it to do something like this if possible:
[expression:Happy]It’s a [gesture:FistPump]great day to make games![gesture:HandsonHips]
[wait:1]
[expression:Sad][gesture:Slump]Too bad it’s Monday…[gesture:SingleTear]
I’m thinking I *may* even just be able to do this all using expressions, but I’d love to have this clarified.
4. Audio processing - I suspect this is more a Unity question, but is it possible to route game audio through realtime processing? i.e. reverb for large spaces. My feeling from reading the manual is that mixer groups will handle this, but if possible I’d love a “yes” or “no” before I dig too deep! As I said above, I’m a sound designer & composer, so I hope to really push this aspect of my game to the fore as much as possible.
Thanks all...
Comments
Happy to help - and simple questions are easy to answer! Also know that the Manual is available online regardless of purchase, which can give you a good idea of some of the finer features that AC offers.