I planned how to structure the game within Unity, and decided to use multiple scenes for different aspects of the game. So for example, there’ll be a menu scene, a base scene which controls the overall behaviour of the game, and a scene for each area in the game. There’ll be several areas including the village, caves, a beach, and a prehistoric rainforest! The base scene will always be loaded along with the area scene the player is currently in.
I also wrote a character controller. We’re using Cinemachine to control the camera – it’s exactly what we need – a camera centred on the player’s character, constrained within a specific area. We’ve not done the animations yet, but here’s a rough version of what the characters will look like!
To transition between area scenes, I wrote an image effect shader which fades between the game and black, and back again. The code works out which area the player is moving into and loads that area scene.
I named the C# classes that make this work things like TeleportationManager mainly because it makes me smile each time I read it!
Development on Cultivate: Before Time has begun!
Hello everyone, Jenny here – Living Ember’s programmer, game designer and composer. I’ll be sharing development blog posts each week to show you what we’ve been working on – you’ll be able to see how creating the game is progressing. Gwen will be writing separate posts about the artwork and story.
We’re making Cultivate: Before Time with Unity – a game engine which comes with a lot of useful things built in. One of these things is the tilemap editor – which makes drawing with tiles easy.
This week, I’ve programmed a new tile type that allows us to automatically draw the ground. 47 different tiles are needed for this!
We’ll be using this tile to let players dig the earth when they want to do some farming.
I’ve also created a new brush which lets us easily add randomly sized and tinted trees (or other objects!) – this way, each tree is slightly different, making the scene look more interesting.
We felt that the terrain looked too flat, so to add a sense of depth and texture, I wrote a shader that lets us add detail to the tiles – it makes a massive difference. Klei Entertainment’s Don’t Starve was an influence here as their tiles look amazing.