Which of the following four types of unity3D mobile game map are suitable for you ?, Unity3d

Source: Internet
Author: User

Which of the following four types of unity3D mobile game map are suitable for you ?, Unity3d

According to reports/recently, xiaobian saw a blog on mobile game map design in foreign media. The English author Junxue Li (Li Junxue) is the CEO of Novtilus Art, a game Art outsourcing company, in his blog, he discussed four different types of mobile game maps and their respective suitable mobile game types, and talked about the advantages and disadvantages of these map types, here, I would like to share my hope to help students in the industry. The following is the Blog content compiled by goujier.com:

Our team made maps for some casual games, including Sanxiao, bubble dragon, and slot games. In fact, the maps of these different types of mobile games are actually quite similar, both have linear Update Progress, and can be displayed in the form of a map.

After completing these projects, I also have some experience in mobile game map planning and art production. I hope to share this with developers, for developers who need to use these types of maps in the game, my experience may be useful.

Now, we cannot disclose what games are being played, so I will choose games that everyone knows here to prove what I want to say. In this article, I will discuss my views in some popular formats:


Traditional

Games using this map include Bubble Safari and Bubble Witch legend.

World maps in this category are very traditional, including land, sea, and roads. This type of map actually comes from an old-fashioned RPG Game. Players can freely navigate through the map, allowing them to know their specific locations on the map.

This map has inherited many advantages from previous works: players have a better understanding of the world outlook and can be well integrated with game stories. However, the current three elimination and bubble dragon games all have linear progress, and do not need to freely shuttle in the map. Therefore, this map may not be suitable for the above types of games.

In this type of map, the entire game world or part of the game world is integrated. Regions with specific themes, such as volcano, desert, and town, each region is a huge level, areas are connected to each other. Such a map needs to be well planned, and it is not flexible to modify or update the level, this type of map is suitable for games that do not require frequent level updates or do not require level updates at all.

For mobile games, the user experience of such maps is not particularly good. Because the screen size of the mobile phone is too small, it is difficult to see only a part of the map and find other places; or to narrow down the map, it is difficult to see many details on the whole map.
From the aspect of art production, this type of map is very costly. To adapt to HD devices, you may need a large map because players need to zoom in the map to see more details. The size of a complete map may be 3x3 of the full screen size.

This map will cause budget problems. If you are playing a three-game or a slot game, you can divide the map into many copies and place them in the level background. For these two types of games, the center of the screen will always be occupied by game maps. Of course, this method is not suitable for bubble dragon games, for the reason... You know


Small island style

Games using this type of MAP: Candy legend, Bubble blze

This type of map inherits the overall structure of the traditional map, and of course has some advantages and disadvantages. Unlike a traditional map, the areas in the map are not connected to each other, but are distributed on different 'small island '(sometimes not necessarily in the form of islands in the sea ). Each special theme (daguan card) has a landmark and a road to pass. The advantage of this map is that it is very flexible to add or modify checkpoints.

Many games using this map mode need to update some levels every month.

Moreover, the art of this map is simple and cheap. Some games use a very simple background, and the main expenses are spent on the art production of ground tags. However, the disadvantage is that we can clearly see that, this map does not seem cool as a traditional map.

In addition, such maps cannot be divided into many components to form a game background, because such maps are not rich enough in content.


Islands

Games using this map: Cookie JAM

We know that the biggest disadvantage of traditional maps is that they are not flexible in modification and update. A large island map provides another solution. Each large level (usually containing 10-20 small Pass Cards) can be placed in the air or sea as a large island.

You can think of this island as a microcosm of a traditional map. If you need a new level, you only need to create a new big island. It is also effective to divide a map into a background.


Vertical scroll type

Games using this map: Bubble Witch legend 2 and farm hero legend

This type of map is perhaps the most popular at present, because many developers now want to convert old-fashioned maps into vertical scroll.

In this map, all theme levels are vertically distributed, and one level is followed by another level. This type of map cannot be zoomed in or out, nor can it be moved up or down.

For the narrow screen of a mobile phone, this type can optimize the user experience, which is better than the above modes and is very suitable for the screen size of the mobile phone. And it is flexible when you want to add new levels. Like map of the big/small island, you can develop new checkpoints independently without worrying about disordered order.

When using this map, you must note that you need to seamlessly connect the roads in each area of the map. Therefore, you need to pay attention to the Design of Road import and export between each region, and do not make the road connection derailed. Of course, this problem can be solved by 2D art.

Handling of road connections between adjacent big Pass Cards

For large-and small-island maps, island map subjects are not connected to each other, so the road connecting the two islands will not cause too much problems. In a vertical rolling-axis map, the two adjacent areas are connected. The simplest way is to place too many elements at the junction of the two areas so as not to cause chromatic aberration, of course, you can also add fog, clouds, and other elements to the junction.

In terms of cost, a region can usually occupy the entire screen, which is similar to the number of large island maps and the artistic quality requirement. In addition, this map can be separated and used as the background of the level.

Of course, the specific map type depends on the type of game you play and the resources and budget of the team.

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