I decided that one way to make our game appear more professional was to include an opening credit where we present our development team name and the name of our game. Similar to how you typically see, for example, Bethesda Game Studios Logo before the main menu, or Valve's Logo.
In the theme of our child-like aesthetic I conceptualised that our opening Logo could be simple, like most are, on a black background with our appropriate Logo's, but then they are underlined by a pair of scissor's cutting/"performing the glide" through the black background.
When I say "performing the glide" I am referring to how some people can catch a pair of scissor's on a sheet of paper and cut a smooth, straight line without once having to "cut".
The scissor's in question would also be child safe scissor's, the kind you would see in School's.
When I say "performing the glide" I am referring to how some people can catch a pair of scissor's on a sheet of paper and cut a smooth, straight line without once having to "cut".
The scissor's in question would also be child safe scissor's, the kind you would see in School's.
Figure 1. |
In Figure 1. I am showcasing how I created a simple and thin white Image UI piece to act as the cut out space from the scissor's.
Figure 2. |
With the cut out UI piece selected I opened the Animator tab in Unity's Editor view and hit record. Hitting record with the gameObject you want to animate selected will automatically create an Animator component on the selected gameObject and you will be prompted to name and save the Animation.
After which you can start to record changes to the model using Key Frames. Key Frames are focal points along an Animation where changes occur, for example both the Scissors and cut out UI piece require 2 Key Frames. This is because they need a Key Frame for their starting point and another for where they end, as all I want to do with them is translate them across the screen in tike with each other to give the illusion that as the Scissors pass, an empty space is left behind (show off by the cut out UI piece).
This can be seen in Figure 2.
Figure 3. |
Figure 4. |
Both Figure's 3. and 4. show the code I created to enact this opening scene. I originally was going to have the Logo's fade in, hence why I am manipulating the Canvas Group's Alpha in Script. I thought this best at first, as many professional opening Logo's fade-in (in my experience). However I preferred the Logo's just being ever present on screen, so I removed the FadeIn Coroutines for contemporary versions of the project and Game Builds.
Now All that is required is the LoadMainMenu Coroutine. As both Animations for this scene only last 3 Seconds I need the Coroutine to wait 4 Seconds to give Players time to take in what they are seeing on screen, after which the Main Menu scene is loaded.
Figure 5. |
Figure 5. shows the finished opening without artwork.
Figure 6. |
And Figure 6. shows the finished opening with artwork courtesy of Chess.
I modelled the Scissor's, Chess textured them, as per usual.
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