Currently, the game industry is rapidly evolving: every day games are created and published, which subsequently find their audience among different
age groups. Moreover, the number of players is increasing daily due to the acquisition by them computers, consoles, smartphones. In this article I will tell you how I created my first 2d igu. How to create a 2d game concept art, draw all the characters, think of the animation and turn it all into a real game.
Tip #1: Choose your development tool carefully
Unity is good for newbies – everything is simple, convenient and done in a couple of clicks, but the APK files turn out to be huge! Plus the free version has many limitations, such as no dynamic scene loading. In this case I had to limit myself to showing a static picture.
Tip #2: There must be one artist, with good pay and clear deadlines.
Given that I can not draw at all, I had to seek help from enthusiastic artists on a well-known art forum. I had no money to pay the artists, and there was a lot of material for one person to draw, so 9 people took up drawing. Some drew a couple of animals, and some drew several locations, and I, in turn, had to keep everyone within the same design. All this work in the absence of a budget took about 6 months.
Tip #3: Never cut back on your game during the design phase
When I started designing my game, I got rid of the ability to destroy enemies, deeming it difficult to design. Later on, when experience was gained and about a dozen levels were spaced out, I wanted to implement this feature, but to do so would have required rewriting the entire character engine and re-spacing the levels with this feature in mind. In the end, the ability to fly a hang glider on some levels was added for a change.
Tip #4: Only use sprite animations and large textures in the most extreme cases
At first, sprite animation seemed like a great solution, but only until the optimization phase. Some of the critters used a series of 4096px sprites, which had a huge impact on the size of the game. If I had learned about the body part animation in time, the game could have been half the size. Also, the variety of surface textures, of which there were a lot, of different sizes and types, had a big impact on the size.