經過團隊對於2D橫向動作遊戲或非動作遊戲的經驗,我們一致決定讓場地上的物件能像3D一樣被光線照射下呈現立體感。並且實現舊遊戲會有的螢幕效果。
為了讓本作的風格更突出,所以在角色、物件上使用NormalMap。一般2D遊戲並不會被光線照射產生表面陰影,但如果為各物件材質球增加其貼圖便會有此效果。
為了讓本遊戲呈現出早期家機遊戲CRT電視的效果,團隊在空物件下建立Volume並在覆蓋FilmGrain中的Texture增加自定義的掃描線,強化遊戲的復古效果。
部分角色動畫有特效,為了讓這些特效發光,在有URP的Unity中自定義Shader Graphs使其可使用物件的Mask來達到部分部位發光。
這樣的發想,也進一步鞏固了團隊的創作目標,在操作上則給予現代爽快感的2D動作遊戲,藉此實現結合故事性與娛樂性的初衷。
Drawing on our team’s experience with 2D side-scrolling action and non-action games, we decided to give environmental objects a sense of depth by allowing them to be lit like in 3D.
To enhance the game’s visual identity, we applied normal maps to characters and objects. While traditional 2D games typically lack lighting-based surface shading, adding material maps enables dynamic light interaction and more dimensional visuals.
To recreate the CRT television aesthetic of early home consoles, we implemented a Volume system and overlaid a custom scanline texture within the Film Grain effect, strengthening the retro atmosphere.
For certain character animations with visual effects, we developed custom Shader Graphs in Unity’s URP, enabling selective glow effects through object masks.
This approach reinforces our creative vision: delivering a modern, responsive 2D action experience that successfully combines engaging gameplay with narrative depth.