What is Ripple
While Ripple works a bit more complicated, the above example explains the basic functionality.
If you are just starting to create graphics in games, then the first thing I would recommend is to pay special attention to pre-production, concept development and finding your own style.
2022-01-23, by ,
#Design || #Gaming || #UI ||
At the earliest stages of development, we collect very large volumes of various content in search of those images and emotions that our future game should evoke. We use a wide range of tools in our work, always based on the needs of the project. But it is possible to single out the most commonly used and irreplaceable products:
However, no one has canceled the classics either, so at the early stages of creating search sketches, a pencil and a sheet of paper are more than relevant for us. For example, we developed the first successful characters for the Frenzied Hospital game live.
It is necessary to conduct a thorough analysis of the market (like shown here game ui mobile), understand who your target audience is, collect a good library of references, determine which color scheme best matches the chosen setting, and so on.
I think that in 5-10 years the graphics in games will become completely photorealistic, but absolute realism is monotonous and boring, so a wide variety of stylizations will be developed. Of the obvious trends that are already noticeable now - the boundaries between PC, consoles and mobile are blurring, games are becoming truly cross-platform.
Players will be seriously captured by the world of VR- AR technologies and game art services. They have a huge potential, and opportunities will open up to create incredibly exciting adventures!
And finally, I believe in new opportunities thanks to the development of neural networks - these are unique, almost endless worlds created using procedural generation, and the most personalized experience, including using the appearance and voice of the player himself inside the game.
There are a lot of cool sources about game design, but I will share with you what I liked and what I myself have watched recently - a video on the topic of game design from the DTF publication. Let's start with an important and familiar element of the game mechanics - recharge.
When everything goes smoothly in the game, the recharge is almost imperceptible, but if there are a lot of opponents, it lasts forever! In such cases, you can either quickly change weapons, or you can only watch the rapidly decreasing health bar or the blushing screen - it all depends on the decision of the developers.
Such moments deepen the gameplay and give it a special feature. For example, now I've gone through all the parts of Gears of War and recharging there is a separate mini-game.