Nothing fancy going on, just declaring some variables. This inside a class called 'SurfaceGenerator', you can call it whatever you want but remember that this class will be used in part 2. So modifying them will be easy because we know how many vertices are there on each row of the mesh. We are going to be using the plane mesh in unity for creating the 2D surface as the plane comes with 10 vertices along both it's width and height. To achieve the same effect of Alto's Adventure ( I'm leaving that up to you ) only minimal changes are needed to the code that I am going to explain. If you haven't played the game you are missing out on one the most visually pleasing and calming games out there ( There is literally a mode called Zen mode in the game ).Īnyway, I am going to show you how to make a procedural 2D world ( without the trees, buildings and background ) like in Alto's Adventure.īut you may notice I have a plane which is in in the Z-axis giving a depth to the surface which is not there in Alto's Adventure but if you want to know how to do it then that will be in part 2. This game appears to be a strictly 2D game but if you have played it enough you will notice that some of the art assets used look like it's 3D ( I don't know if they are tho ). Alto's Adventure Style - Procedural Surface GenerationĪ Screenshot of Alto's Adventure Gameplay
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