And here’s the original paper sketch for how it should look.
A small bug led to spawning a swarm of hammers flying around Ivan. We’re likely going to turn this into a feature soon 🙂
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.
What’s new in Yaga? Speech bubbles and provocative requests!
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.
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.