More graphics updates in Not a Clone

Today we have not two, but three minigame graphics updates. All courtesy of Astra Wijaya.

First, Super Polygon has been updated to look more fancy:

HexagonBig1

Similarly, Disco Hexagon, which is now renamed to Power Hexagon, uses a power motif:

HexagonBig2

Lastly, Dark Tiles is now Dark Tiles. Confused? We’ll let the animation to the job:

LightTilesBig1

Unfortunately, we’re a bit short on time to provide more updates. Hopefully we’ll have more in store next week.

Darumaman and Totemman in Not a Clone

We return to our regular program of Not a Clone updates with two animations: Darumaman and Totemman minigames!

darumamanBigtotemmanBig2

These will take place of Fungusman and Slapperman from the old Not a Clone build. Thanks again to Astra Wijaya for the graphical improvements.


A while ago, we mentioned we were adding difficulty levels to each minigame. Here are a few more changes that can occur on each minigame.

The minigames 2 and 10 now increases the number of tiles the game starts with as the difficulty increases. It was a bit difficult for our programmer, Taro Omiya to put together, but we’ve managed to make all the puzzles the minigame generates to be solvable:

VIIIeasyVIIImediumVIIIhard

Likewise, Colors! and Neons! got a similar treatment.

ColorsEasyColorsMediumColorsHard

We’ll provide more updates as we go along on how other minigames changes as the difficulty increases.

Not a Clone minigame mockups and fun facts

Continuing our updates on Not a Clone’s progress, we’ve got a new mockup for a minigame:

TotemBG-SS

Art, again, is courtesy of Astra Wijaya.


In regards to other updates, there’s been a few small tweaks to the UI. For example, the loading screen now provides the definition of a clone:

Loading

A lot of people who play-tested our game didn’t know what a clone was, so we put the definition up on the loading screen to educate our players. Second, the game over screen now provides some fascinating (or depressing) facts about clone-related practices:

GameOver

Note that neither texts are final.

How I made the graphics on The Sentient Cube

I figured I’d talk about how I got the graphics on The Sentient Cube.  It was surprisingly quick and simple, although it required a lot of tweaking to get it right.  In this step-by-step instructions, I explain how I’ve used Unity’s installed scripts to create a stunning toon shading.

Note: this only works with Unity Pro license.

Step 1: Import stuff

step1

In the menu bar, under Assets -> Import Package, you’ll need to import the Image Effects and the Toon Shading.

Step 2: Camera, Lights, Action

step2

Create a cube, camera, and directional light for the scene you’re working on.

Step 3: Toon material

step3

Create a material under the Project pane, with the shader set to “Toon/Lighted,” and the Toon Ramp set to a 1-dimensional image.  In this case, I created a custom ramp.

Step 4: Test material

step4

Drag-and-drop the new material from the Project pane to the cube in the Scene pane.

Step 5: Camera effects

step5

Add the “Edge Detect Effect” and the “Contrast Stretch Effect” components in that order to the camera.  The screenshot above was the parameters I’ve used.

Step 5: Add real-time shadows

step6

Change the “Shadow Type” under the directional light to “Hard Shadows.”  The screenshot above were the parameters I’ve used.

Results

Just add a few more elements with their own materials, and Voilà!

exampleGraphics

You can download and import the Unity package I’ve created with the same scene above.