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Using Unity to independently create a horror game (upload on Google Play)

Using Unity to independently create a horror game (upload on Google Play)
Previous article

Table of Contents

l Foreword

l Introduction to the game

l Brief description of the production process

1.Download Unity


3.Share new discoveries

4. Diversity 3D model

5.Non-professional optimization

6.Mention Enemy AI

7.Sound effects


l Upload GooglePlay

l Conclusion & Other

  • Foreword:
Hello everyone, today is also share a horror game. The biggest difference from the previous one is that this is a mobile game (computer PC can use the simulator to play, as mentioned later), the focus of this article is share practical or new discoveries have been found during the production process. If you haven’t seen the previous article, you can go ahead and browse it
Introduction to the game:

Game Name: Cherish the moment
Game Platform: Android
Game Language:Chinese / English
Game Type: Adventure / Horror game / Independent production
Game Description: Using Unity game engine, Youtube copyright-free music, Asset Store, Sketchfab allows commercial use of 3D Model production, the game process reflects the current situation of people and what they think,The negative emotions generated are transformed into ghosts
Story Introduction: From a young age and other protagonists who have different fates at the same age, On a certain night experienced a journey of Mysterious and terrible, from a rebellious personality to knowing to cherish everything around them...
Google Play page: https://play.google.com/store/apps/details?id=com.alex94i60.Cherish
PV: https://www.youtube.com/watch?v=IrfqAoQK9iA
FB fan page: https://www.facebook.com/%E7%8F%8D%E6%83%9C%E7%8F%BE%E5%9C%A8-Cherish-the-moment-109531047129004/?modal=admin_todo_tour

✹Some scenes in this game are constructed with reference to scenes in some online games and amime.
✹The game menu has the same function as the previous game.
Brief description of the production process:
The first thing to emphasize is that this is the first time to challenge the production of mobile games. Some of the following personal "non-professional" experiences, if there is a mistake, welcome professionals to give advice or corrections.
  1. Download Unity
If you are interested in understanding, you should first download Unity from the official website. you can alse apply for a set of Unity accounts in the upper right corner (this will be used when you want to open the project or you need to go to the store to load the module).
Download page: https://unity3d.com/cn/get-unity/download/archive
(The higher the recommended version is better,ex.2019)
After opening a new scene, it is recommended to go to Window>Lighting>Settings> to pull down and find Auto Generate to cancel the hook. This illumination is executed during the execution of the scene. The CPU and the memory are both large, so recommended when scene completed do it.
  1. JoyStick
How to make a mobile game, how to make the character move, surround the angle of view, UI trigger button, etc., from the original keyboard to touch the screen:
2D aspect (I didn't do 2D but it should be similar)
3D aspect
First person: https://www.youtube.com/watch?v=CmCVtEZUKIs
Third person: https://www.youtube.com/watch?v=8ycgJbQegAo
(The joystick url in the video description, or the same as the store search "joystick" to find your favorite style: https://assetstore.unity.com/?free=true&q=joystick&orderBy= 0)
Import directly into the Character package or download Standard Assets to the store > Create a Canvas > Add a joystick to the Canvas > follow video to rewrite/Add a new code > Drag the joystick/jump/surround the UI to the specified bar Bit
Remember to add this sentence at the top of the code:

The Input.GetKeyDown that originally pressed the keyboard should also be changed to:


  1. Share new discoveries
Then compare this one with the previous game, the resources that can be shared may be less, but with more interaction:
  1. Can interact with NPC to watch the story dialogue
If you want to do the fastest way to talk to NPC, you can go to the store to search for "VIDE Dialogues" or use Fungus. If you are not used to the above, you can challenge StartCoroutine (I have a lot of events to use this to achieve). In addition to the plot dialogue, for example, I opened a door. After the door was opened halfway through 0.5 seconds, the ghost ran out. After 0.5 seconds, the protagonist said that the process can be achieved with StartCoroutine. Interested friends can learn about the Internet. )
Vide Dialogues:
Introduction: https://www.youtube.com/watch?v=BmSR-XMb908
Example: https://www.youtube.com/watch?v=qolMYyq0nX0
  1. See the ghosts in addition to the basic escape and add new attacks

Friends who are interested in shooting games can refer to this:
(A series of teachings, although I have not finished reading, but the tutorial should be quite complete, including the animation of the gun: shooting / changing the cymbals, ray damage to the enemy, enemy rebirth,the author seems to continue updating)

  1. Task Tips (Looking for something)
Many horror games will be used.... Ask the player to look for props or key-opening doors. If you find one, you will add 1/5, and 5 will go to the next level. The simplest can be found here:

  1. Set language changes
The previous game felt that this should be very difficult, but it was quite easy to go to the store and find to use it
Asset store page: https://assetstore.unity.com/packages/tools/localization/lean-localization-28504
After loading, you can add the lean localitztion code after adding the object to the scene. First click on the Add after the Languages. There are many languages to choose from (I only have English and Chinese selected):

Then press the Phrases to add the sentence to be translated. For example, I have selected both Chinese and English. Each sentence to be translated will have Chinese and English text:

As for the game's basic Terrain / Asset Store / Standard Assets / Mixamo (3D character module) can refer to the previous game

4.Diversity 3D model
When it comes to 3D models, you can go to Sketchfab in addition to the Asset store.
Homepage: https://sketchfab.com/feed
There are a lot of exquisite 3D models available for download (fbx/obj), you can apply for an account first, remember to check Downloadable after searching.

Has sent a letter to the team to confirm that as long as there is a mention of Commercial use is allowed on the webpage
  1. Non-professional optimization
Here are some non-professional topics about optimization. There are many ways to optimize the game, including basically checking the static objects on the scene to be static (like moving animations, such as our main character do not check static)
Detail: https://www.itread01.com/content/1544551216.html
Since the Sketchfab website has some attention, it is recommended to look at the Triangles / Vertices (tris / verts) value before downloading

Want to fully understand what this value is, please refer to:
Like I posted this module tris 944.6k is really too high for mobile games (PC did not test), I tested it, a scene is best not to exceed 400k, otherwise the picture will not be smooth.
If the value is too high, there are two solutions
  1. Find another module with a similar value and replace it.
  2. Download a software called Blender in steam, and start it after loading (this method will reduce the module quality, please consider before use) :

Then determine which sub-file name of the downloaded module is the type of import (obj as an example):

Select the target path to be imported and find obj and press import

How to reduce tris/verts can be referenced this tutorial (although it can be reduced a lot but at the cost of reducing module quality):
Finished and then exported.

After some scenes have been reduced by tris/verts, some output to the phone is still lag , then you can change some settings about lightmap...
For details, please refer to: https://www.itread01.com/content/1541926339.html
If a scene is very lag, it is recommended to change the mode of the light source to Baked (note that this only applies to static, if it will move or add animator is not applicable), then go to Window > Lighting > Settings and pull down to find Mixed Lighting. Then press the Generate Lighting underneath (remember to static check static, otherwise it will appear black), the more scene material is, the longer the execution time is. The CPU also usage rate a lot. If you want to reduce the lighting time, you can go to Lightmapping Settings. The Indirect Resolution in the setting is set to 0.05 (preset 2). As long as I put it on the phone, it will become very smoothly. If the result is worse than expected, ClearBaked Data can be selected to remove the light.

The original apk was put on the mobile phone to test the whole lag, and after doing the above several things, then improve a lot
  1. Mention Enemy AI
The ghosts in this game still follow the one mentioned in the previous article:
Later, I changed the program a little, so there will be different changes. Although the video has a teaching, I will mention a few things that I may forget to add:
When the entire enemy is finished, it will probably grow like this:

The outermost green frame is responsible for sensing the player (Box Collider remembers check Trigger), the player will catch up by ghost when it is sensed, unless you escape from the sensing area (these Box Collider will move with the ghost), remember to add Nav Mesh Agent on the enemy, otherwise the enemy will not move:

As for the two scripts, you can see the above video & description area. The main thing is that the ghost will follow the invisible object with animation. when the ghost induction player will chase the player unless escape , the ghost will follow the invisible object:

Then this smaller Box Collider, which is almost as wide as the enemy, is the death when the player touches it, and adds death animation or direct death to see how it should be designed:

Then this is the range that the enemy can move (I use 3D Plane), remember to check the Static in the upper right corner after the paving:

After the range route is complete, go to Navigation and press Bake. After the end, check if 3D Plane has turned blue. If it is successful, you can hide Plane's Mesh:

There are also a lot of tutorial about the enemy, you can go to youtube treasure hunting (unity enemy ai)
  1. Sound effects
Some sound effects can be added to the game, but excessive use may also deduct points. If youtube is not satisfied with the sound effect, you can also refer to a website called freesound, which has a variety of rich sound effects available for download. Remember to look at the copyright message before.
Website: https://freesound.org/

In the process, it is inevitable that some mistakes,share what I often make wrong:
Question. nemy already add Nav mesh agent, the enemy will rush towards me but how come I don't respond?
Solve. Enemy box collider less hook trigger
Question. Add a UI button but click it to become many times?
Solve. Change the code GetButton to GetButtonDown
Question. Add an animation to an object, but the object does not have any movement?
Solve. Find the Animation > Debug > Legacy in the upper right corner
Question. Add an animation to an object and then execute the test, but it shows the wrong Null value?
Solution. There are many reasons for Null values. You can check if the code has hidden it or check if the parent object is hidden. More Null value information:

Finally, let's take organize other information
Video : Sony Vegas Pro13
Image or Logo related: PhotoShop
Tutorial or code related: Google or Youtube (recommended in English)
Translation related: Google / Google Translate
Record writing: Word / Excel
Screenshot: Bandicam
Music sound prune: https://mp3cut.net/tw/
(Many features can be completed online)
Upload GooglePlay
Then if you want to build APK, remember to load the SDK and JDK wheather you can't build normally.
(can go directly to the official website to download, the video description has a download URL)
Once you've finished unzipping, go back to Unity > Edit > Preferences > External Tools and add the path you just finished compressing.

Switching to Android platform (may take some time)
If there is a red error in the build, the cause of the error is also hundreds of kinds...the original output is also encountered a lot of problems ~~", for example, if you may output two or three errors after the output, it may be that some object in the scene is not Delete or replace the SDK version, it is recommended to copy the error red word to google to find the answer

Then all you have to do is sign up for the Google Play Console.
(I originally watched Chinese teaching videos. I didn't refer to English teaching, but there are many teaching options on youtube: https://www.youtube.com/results?search_query=google+play+console)
Google search Google Play Console to enter the website to log in to the Google account to use a credit card to buy (US$25, pay in one lump sum)
Then will come to the management page
Next, everyone is more concerned about how the sales are sent to our account (free apk can be ignored), click on the settings in the lower left corner > Developer Account > Payments Settings page > Collection method, you can set Your bank account
Next.. Talk about the console of google play and it is not easy to use, especially in the section of uploading APK...
First, you must first pass the review before you can:
  • l Store Information (apk name / description / picture / video / website)
  • l Content rating (inquiry whether the game contains erotic or violent tickers, and will automatically help you grade)
  • l Pricing and distribution (free & paid, as well as pricing templates / advertising / to which countries to download)
  • l Application version (see below for details)
  • l APK will be trouble if it is larger than 100mb
If it is greater than 100mb, check split in Build Settings > Player Settings > Publishing Settings

l API target level needs to be higher than 28
Open Android Studio > SDK Manager Update Android SDK 28 (unity 2017 will not be displayed API28 in the list, it is recommended to select Automatic, or upgrade directly to unity2019)

l Need to support 32/64 bit
This problem is the most troublesome, because the 2017 version or the previous version does not support 64-bit, so you need to upgrade unity to 2018.3beta (recommended directly to 2019), if there have Armv7 / Arm64 in Other Settings representative no problem. (It is forbidden to hook X86, there will be an error)
l APK needs to contain the key
Create a set of keys in the Publishing Settings to upload google play:

After uploading the APK, and then the store page / rating / pricing and release is complete, you can publish it. It is recommended to use the alpha test APK at the beginning. After the test is no problem, you can directly upgrade the alpha to the official version and release it directly
Conclusion & Other
Conclusion: This game has taken about half a year to do well. The overall play and optimization can't be perfect with my current strength, but I hope that the more progress I can make, the more knowledge I have learned, for example. The next game wants to challenge multipleplayer...
Others: If you don't want to consume mobile phone power, you can use the computer to download the simulator to play. Now mobile games are so popular. Everyone should use the simulator to play mobile games. I use BlueStack as an example (testing is normal). Personal habits are as follows: :

Normal mode:
WASD: Move
Arrow keys: wrap around
Space: trigger event
~: Menu ESC
Tab: special items
Other options: click with the mouse
Attack mode:
E: New trigger event (the original blank key becomes a shoot)
R: Filling ammunition

It is recommended to finish a game. If you have time, please remember to list a Credit list. include website/model/music sound effects,although not forced, but I am used to taking some time to make a perfect Ending
For everyone who wants to made the game: Although the process of production will encounter many bottlenecks, but... When one door shuts, another opens, as long as take the time to find the answer, You can do it!!
Attach some links again, the article has time to write more complete, if there is a player to support the game during the process of discovering what BUG welcome to send me a letter, thank you for taking the time to watch!
Google Play page: https://play.google.com/store/apps/details?id=com.alex94i60.Cherish
PV: https://www.youtube.com/watch?v=IrfqAoQK9iA
FB fan page: https://www.facebook.com/%E7%8F%8D%E6%83%9C%E7%8F%BE%E5%9C%A8-Cherish-the-moment-109531047129004/?modal=admin_todo_tour
submitted by alex94i60 to androiddev

Choices in Art Direction in Game Design - or - I Needed an Excuse For a Screenshot Dump

I think most will agree that one of the most appealing aspects of Elite Dangerous is the visual element; you can and will run into some very striking sights as you play.
The visuals are part of the game's success, to be honest. Whoever is in charge of art direction at Frontier seems clearly to have made the decision to go for a realistic feel to the game - not technically realistic, necessarily, but certainly there is a feeling of realism. I think that's the right choice to make, and I've seen the same choice in other games, Skyrim being a standout example. Other fantasy games, from the old Fable series to Kingdoms of Amalur to World of Warcraft have made the choice to adopt a more stylized look that (in my opinion) comes off as cartoony, but Bethesda plainly decided to adopt a quasi-realistic feel for their world, with few exceptions. Humans are of human proportion, and there's a lived-in quality to the world and the way it's rendered. The cold areas look and feel genuinely cold, and so long as you don't overly stress the 2011 game's admitted deficiencies in long-distance level of detail, you can get some rather impressive views. Some few areas intentionally come across as fantastical, but the more "everyday" areas have a very realistic feel to them.
ED has a similar vibe in my book. They opted (it seems to me) not to follow No Man's Sky, whose developers seem to have chosen to adopt a more simplified, sometimes-cartoonish art style, and have instead opted for realism.
I don't know if Frontier purchased a graphical rendering engine developed by others or developed their own in-house, but it often delivers images that give me that ol' tingle. In addition, they've achieved a very realistic feel to their design philosophy for spacecraft, space stations, planetside bases, the SRV, and other manufactured objects. I've thought for a while that modern spacecraft design in movies seems to be done almost solely by people with art degrees but little to no scientific, engineering, or technical background, in contrast to a few decades ago; Matt Jefferies, the designer of the original Enterprise, was an aviation and mechanical artist; Ralph McQuarrie was a technical artist as well. Colin Cantwell, designer of the X-Wing, Y-Wing, and Tie Fighter, had done some design work in architecture. I've seen a lot of spacecraft design nowadays that seems to be excessively organic, which can hinder the feeling that the ship is an actual machine designed by humans, and then there are some ships that seem like they began life as an abstract art project which the artist just labeled "that's a spaceship" as an afterthought. ED's ship design just works, every part feels like it has a functional purpose, and they're very believable as the spaceships of a thousand years in the future.
So, bravo Frontier.
Take the time to take screenshots now and then. You'll really realize just how striking the visuals are when you have the time to sit back and look at your pictures. I have a background as a news photojournalist at a local news station, so I've learned to spot opportunities and compose shots quickly. A few tips:
  • Get yourself a program like Bandicam or similar; the free version of Bandicam places a watermark on videos but not images. Having to hit PrtScr will only save one at a time, then you have to go and paste it into an image in Paint or something similar. Better to have a utility that will take the shots on command and save them without your having to ALT-TAB out.
  • Learn how to compose your shots spatially, and take lighting into consideration. Keep an eye out for color as well; you can get some impressive shots using the stark lighting and color available near stars.
  • Take snapshots freely and frequently - you can always just delete the ones that don't work - but don't be afraid to stop your ship and compose the image the way you think it works best.
  • Turn off orbit lines for good screenshots (turn them back on again for safe navigation). I wish there was a way to set that to a keyboard key - can you do so?
  • Also, turn off Analysis Mode, especially if you've probed the planet in the shot, or you'll be stuck with that stupid grid around the planet.
  • Figure out which angles a given ship looks best from, as well as which direction it looks best lit from. Keep hammering shots from those angles - but also take shots from other angles to find new perspectives on that ship.
  • Use the zoom feature to compose shots spatially, but also to alter the feel - but be careful; a strong zoom out can produce a fish-eye effect you might not want.
  • Take shots in different scenarios. Approaching or leaving a planet or base. Long shots making your ship look dwarfed by a nearby star. Quiet, static shots, and fast, dynamic shots. Horizontal compositions and vertical compositions, and every angle in the book.
  • Again, try everything. You aren't burning film; just go through your shots and delete the ones you dislike.
Now, just to go through a few screenshots. Full-screen them; some of them are fairly low-light, and don't look right if surrounded by a border of white.
There were too many to link here individually without going over Reddit's character limit, so I put them into an Imgur gallery, with comments for most of them. Again, they look best if you full-screen them.
submitted by FlorbFnarb to EliteDangerous