Breadcrumbs Interactive

Likho, the bringer of bad luck

Not long ago we began working on concepts for Likho, a boss character that is supposed to attack from both melee and long range.

likho_several_stages

The initial idea for the range attack was based on shooting a beam from the eye and since the character is partially blind, it sounded cool to link this attack to her main disability.

likho_laser_eye

Unfortunately, firing lasers from the eyes doesn’t seem very much in tune with slavic folklore (for some reason) and we decided to explore something different.

We liked the idea of this character using knives to stab the player in melee range so we thought of equipping her with a number of knives that Likho could simply throw towards the player. It felt more appropriate than the sci-fi-laser-eye-9000-implant and since the knives added a touch of creepiness being inserted by default into her torso, we went with that.

likho_knives_and_garlic

While searching for the right concept, we tried giving Likho a deranged look, then we tried imagining her with some enthusiasm showing, then some mystery. After going through a few more attempts, we eventually settled for the mentally unstable look she has now.

likho_face_progression

The road to the Art Style of Yaga

Hello everyone, Flaviu here! I wanted to spend a few minutes to talk about how we came up with the art style for Yaga.

For every game I’ve worked on, the beginning has proven to be an extremely fun but challenging task, because you start off with a blank canvas (still scary to this day), some very broad limitations and your own imagination. But seeing everything come together step by step is very rewarding. And the limitations amount to having clear guidelines, which saves a lot of time and headaches along the way.

The process we used was simple: me and Andi would try out a bunch of things, then the whole team would get together and discuss. We’d talk about our choices, get feedback and then go back to draw some more. I wanted a more stylized approach, while Andi wanted something with a bit more polish and detail. This made the whole thing a bit difficult at times, but was a blessing in the long run as we would each come up with very different ideas and kept pushing each other’s vision.

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Two Unity tricks for isometric games

Here are two small tricks that can help if you’re making an isometric 2D game in Unity. Ok, so not actually isometric, but that’s the term we’re used to in videogames, so we’ll go with it. These are quite basic and if you’re working on such a game you’ve probably already tackled them your own way. This is our take on it, hopefully it’s useful to someone.

Sprite Ordering

Normally in a 2D game there is no concept of depth, so if you simply place the sprites in the world, you’ll most likely have objects appearing in the wrong order than what you’d expect in an isometric game.

Thankfully Unity exposes Sorting Layer and Order In Layer properties for Renderers.
A quick fix is to set the value of Order in Layer to depend on the Y position of the object.

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