Is the 2D game being declining?

I personally like the 2D games, but I feel that the new games that came out in recent years have rarely seen 2D. Will the 2D games slowly dying?

So why do I think that the 2D game is now fading? Just because people now have more than one choice. When it was limited by technology, players only had 2d horizontal action to choose from. Now that technology has developed, manufacturers have the strength to launch 3D games to realize more game-type game ideas, giving players more choices. Why are there so many 2d horizontal boards in the past? Just because you can’t do anything else. Now that the game type is basically saturated, the development of the function will basically not bring new gameplay.

But after my research, seems the mobile game platform is a new stage for 2D games, first, in terms of the program, 2D games are very easy to make compared to 3D games because you need to only consider XY coordinate rather than XYZ coordinate. It also eats fewer data and memory of the device, which I believe people always prefer games with a smaller size to be installed in their smartphone. Thirdly as I mentioned, 2D games have a shorter development cycle than 3D games, not all game company can spend 5-10 years on a AAA project, it will be too risky financially.

In addition to the production environment of these 2D games, 2D games also carry childhood memories of people born in the 80s and 90s, which is a symbol of culture. At the same time, 2D also has its own special form of expression, which cannot be replaced by 3D. Just like Mike Dailly says:”3D has always been about realism and immersion, If you’re trying to make a player believe they are in a world, then yeah, 2D won’t work. Really, the choice is what game do you want, not ‘can’ it be in 2D.”

However, to make a good game whether is in 2D or 3D both taking lots of time, money and inspirations. But just in general speaking, I think that 2D games will still active in the mobile game market for a long time, and even become the main force in the mobile game market.

reference:

Yoyo Games. (2019). The Future of 2D Gaming | Blog | YoYo Games. [online] Available at: https://www.yoyogames.com/blog/496/the-future-of-2d-gaming [Accessed 13 Jun. 2019]

Quora. (2019). Are 2D games dying? Do 2D games still have a future?. [online] Available at: https://www.quora.com/Are-2D-games-dying-Do-2D-games-still-have-a-future [Accessed 22 Jun. 2019].

[2018-19 market research] Is mobile gaming the new future?

Recently, The market research organization Statista released the 2018 global mobile application market analysis report. The report shows that mobile games are still the dominant force in the mobile app market.

In 2018, mobile game downloads accounted for one-third of the total downloads of mobile apps worldwide; developers and publishers posted more than 2.7 million games on the Apple App Store and Google Play.

This report further confirms the prediction of another research institute, Newzoo, earlier this year – more than 2.4 billion people will play games in 2019, and the mobile game market will reach nearly $70 billion. At the same time, AppAnnie pointed out that in the App Store, in-app purchases (IAPs) accounted for 95% of mobile game users’ spending, while paid games accounted for only the remaining 5%. In addition, among mobile game user groups, players over the age of 25 spend the most time on the game.

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According to the report, players spend 10% of their mobile apps on mobile games in 2018. In the past few years, the length of the game that players spent on mobile games has been growing steadily. The reason is mainly that the participation of existing players is further improved, and they spend more time on the game than in the past. In addition, this is also the growing foundation of the global game player base, especially in some emerging markets where smartphones are used for the first time.

In terms of the number of games, the statistic found that most players play 2-5 games a month. In the United States, an average of eight games is installed per smartphone device.

In the other hand, based on the UKIE report for 2018, there are more than 1000 active mobile game company in the UK, and 71% (which is 40m) UK adult own a smartphone. which means there is a huge market and protential users in the mobile gaming field.

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In the conclusion, based on the above data, I can predict that the mobile gaming is a new field with lots of protential, as a game developer we should get involved into this field. In my personal views mobile gaming is a field that worth to explor but because it is relativily new to us it still have some inadequacies, which I will find out in the later research.

 

Reference:

Ukie.org.uk. (2019). The games industry in numbers | Ukie. [online] Available at: https://ukie.org.uk/research#mobile [Accessed 01 Jun. 2019].

http://www.statista.com. (2019). Topic: Mobile gaming. [online] Available at: https://www.statista.com/topics/1906/mobile-gaming/ [Accessed 20 Jun. 2019]

FDP.2 3D printing – Final outcome and evaluation

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After sending my 3D files to the CA workshop, I spend 1 week to wait for their print my doll. Sadly the result wasn’t satisfied with me.

1, the 3D printer automatically filled up the hole that I made on my model. ( hole for the rubber band to go through)

2, the size of the doll is small, the doll’s face and other detail have been printed very blurry.

3, the SLS printing material is much harder than I expected, I can’t make any major changes in the printed model. Too hard to use a knife to cut through, I tried to make her leg shorter by cutting off some parts of the leg after I cut myself for more than 4 times I have to stop for health & safety issue.

However, there is still some advantage of using 3D printing to making dolls:

1, perfect mirror symmetric, more accurate than human’s hands.

2, if the doll artist has sensitive skin like me, they do not necessarily need to make dolls out of clay. (which makes the hands feel dry and itches)

Improvement:

1, next time to making dolls, I would suggest getting the correct doll size in 3DMax or Maya first. Or just simply start the doll in Maya and then adding details in Zbrush.

2, never make the doll too small, it will causing the printer auto fill in all the cave & hole parts.

final work:

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FDP.2 3D printing – working pipeline and reference.

I have found some very useful working pipeline from Eve’s studio website, as Olga (the doll artist of Eve’s studio) is a successful doll artist I believe her working method will be useful for me.

Usually, BJDs are handcrafted from clay, but thanks for modern technology, now we can use ZBrush and 3D printing for making the doll.

Eve’s working method is: start with a basic human sculpt > cut out the body parts > placing the ball-shaped joints between the body parts > making the inside, holes and pins > print it out.

I followed her working method, but slightly different is I made the doll parts one by one. To get the correct joint size, I have been using the 3D scanner from the creative art workshop.

 

I scanned a similar size doll part by part, try to get the correct joint’s size.
To get the best scanning result, there are a few things that I have learned from my experience: 1, if the object you scanning has a shining surface, make sure you dust it. Because the laser will bounce back on the shinning surface.

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The technician is helping me with dusting the parts.

 

Secondly, always remember to place the object/ the important part in the middle of the scanner, as it will give you the best result by focusing the laser.

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my scanning position

However, the scanning result is not as good as I expected, but luckily I still had a guideline of how big the joint should be.

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Reference:

Eve Studio Dolls. 2019. Digital Doll Making – Eve Studio Dolls. [ONLINE] Available at: http://dolls.evethecat.com/portfolio-item/digital-doll-making/. [Accessed 08 Dec 2018].

FDP.1 Nostalgia and Memory –

I have tried my best to finish the 2 parts of my game, the forest and the bunny heaven based on the story, but I still find some places that I can improve:

1, learn more blueprint script to add an interesting element to the game, for example, teleport, climb, chase&run, or just like super Mario, eat the mushroom and grow bigger. I made some mushroom assets but I’m not able to make any interaction between the character & the assets.

2, try to build the map in more detail. Although I’m satisfied with my design and art, there is still some improvement: I need to find a way to hide the seam between two pieces.

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3, I think I might need to make the background story in more detail and longer, as a game, the playing time is too short to play.

4, hide few easter eggs in the map, which I did, like the little stars and starflower, but I need to make them intractable to the player.

My original idea is when you walk close to them or touch them, they will be able to give your coin or scores.

FDP.1 Nostalgia and Memory – Programming

After I fully set up my map, I decided to add some interesting movement on my platform. Which I used the cinematics>add matinee function to the platform.图片12

After your finished your animation, you have to add a trigger volume to tell the system when the player moved into this area, the animation should start. (the green box below is the trigger volume.)

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In the end, you have to write into the level blueprint, about the relationship between the animation and the trigger value.

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This blueprint tells “when the character moved into the trigger volume, the animation starts to play, and as the platform needs to move up and down rapidly, so I set it to looping state. When the character leaves the trigger volume, the animation will stop with a 10 seconds delay.”

Outcome:

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FDP.1 Nostalgia and Memory – art & theme setup.

To set up my theme, I tried 2 different approaches:

1, the unreal 4 tile map.

As the name suggested, unreal 4 tilemap allow you to use the sprite as tiles to build up your map. First, I imported my platform as PNG file, then I selected the block that I will be using in my map, and insert the tilemap inside the game.

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This approach is can build the map by only using repeated sprite without duplicate them if you have a large map with the repeated element. But this approach has it’s a weakness, I didn’t draw my platform assets for the tilemap, when you look closely, you can see there is a gap between each tile.

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Which I suggest, if you want to use the tilemap approach to build your map, you better draw your assets based on the tile box. So that’s why I think this approach is better to use in pixel games.

The second approach is much straightforward, just drag and drop your sprite into the game, and place them in the place you want. Although this is a 2D game, you can still see your game map in 3D.

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There is really no guideline about how you should place your assets, but as a 2D game, you should always turn on the player collision view mode to make sure your character can stand on the assets.

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And based on the changing approach, I need to change my design of the map, as you can see the different:

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Also to add the watercolour texture in the assets, I scanned a piece of watercolour paper and multiplied it on the assets layer in Photoshop. (before and after)

 

FDP.2 3D Printing -structure design

In the previous section, I made a doll’s head, and the head has been successfully attached to the body (which I purchased from online.)

And for further development, I would like to build a whole doll.

my project start with a design of the doll’s structure, the type of doll that I designed is called ball jointed doll, and the doll has ball-shaped joints which connected with rubber bands. ( the blue parts are the S-shaped hooks, the red line is the rubber band)

I have also made a simple sizing chart for the doll.

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As you can see, the sketched design is much complicated than the final.

 

FDP.1 Nostalgia and Memory – Inspirations.

I found my inspiration from other similar types of game, there are 2 games that I found most inspired.

The game Sally Face is an independent game designed by Megan Holmes, it’s a 2D video puzzle game which published by chapter every half year. To be honest, this game isn’t my favorite game based on its art style, but its story and character creation are truly bizarre. This game has no many fighting/shooting elements, the game is based on storytelling and horror, this is what I expected from my game: a game that focuses on storytelling.

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Image1. Game Sally Face.

The second game I looked at is Lydia. Same as Sally face, this game is fully based on storytelling and puzzle, I look at this kind of game is because first I got attracted by the story and because I could imagine that making a storytelling-based game is much easier than other game in coding & blueprint set up.

图片6 Image 2. Game Lydia.

Lydia and Sally face both are dark & horror style, I have got some inspiration from Lydia’s game art style, the black and white line art is a reflection of the girl Lydia’s childhood story, I decided to adapt this art style in my work, and I will create a watercolour style environment for my game.

FDP.1 Nostalgia and Memory -Background story

A good game always starts with an interesting background story, I’m starting my development project by writing the background story.


The story is about an abandoned bunny’s adventure in woods, a bunny found herself waked up in a trash station, and she decides to find her own way out of the wood by climbing up the treetops, in the end she climb to high, and she arrived the bunny’s heaven and has been told that she has been abandoned. But she still wants to find her owner and ask why the owner decide to abandon her.

 

Image 1. The original map design (2 different design)

The character design, I had 3 different design: a bunny with human body structure, cartoon bunny and realistic bunny.

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Image 2. My character design

I chose to combined the realistic and cartoon bunny together, I used the cartoon bunny’s body and the realistic bunny’s face & ears.

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Image 3. Photo by Koume_Tan, Instagram. And my analysis of the bunny’s face.

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Image 4. My final character.