Book Image

Hands-On Game Development without Coding

By : Lucas Bertolini
Book Image

Hands-On Game Development without Coding

By: Lucas Bertolini

Overview of this book

Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive!
Table of Contents (16 chapters)
5
Object Behaviors - Adding Logic to Objects
7
Interactable Objects - Enhancing Interaction

Game aesthetics

Whenever we talk about game aesthetics, we need to keep in mind that they are considered to be the way we perceive beauty. Of course, we can relate this to video games, because, as players, we are involved in a continuous sense interaction with the game we are playing, not only visual, but auditory and experiencing sensations.

Since the wave of indie games started, aesthetics have become a critical feature for some gamers. They would prefer to play an art-focused video game, rather than playing a mainstream sport or First Person Shooter (FPS) game. This type of player likes to be part of an experience, to enter a musical world that takes them through different feelings, or encounter situations in which the level design and our game mechanics make them perceive sensations. If we like this type of gaming experience and we haven't played Journey, drop this book, buy the game, and play it. We won't get a better example of game aesthetics than that masterpiece.

This can be achieved through music, character shapes, environment shapes, character body expressions, game mechanics, level design, art style, and with the use of color. Each and every one of these pieces must be in perfect balance in an artistic congruence. We can also create artistic incongruence, if we want to make the player feel like something is wrong.

Since I have been talking long enough about level design, game mechanics, and environments, I would like to delve deeper into some art styles.

Art styles

In the last decade, we have had the chance to play a huge amount of artistic games, with very distinctive art styles. These have been influenced by the interests of consumers, and have faced constant changes. I would like to mention some examples to talk about art styles.

Images used were searched for in OPENGAMEART.ORG (https://opengameart.org/art-search-advanced) under creative commons CCo license.

Cell shading

Telltale's The Walking Dead, memorable games that recreated comic-like graphics with cell shading, a graphic process that makes colors flat and adds a black contour. This 3D toon/comic feel lets imagine that we are part of a comic book, living and interacting in it, making our own decisions and changing that fictional world's history:

Cell shading props look like they are painted, but are actually 3D objects.

Art noir

Limbo was one of the most enjoyable horror games on a 2D platform. Simple in its mechanics, we can agree that its monochromatic art style, like 40s/50s film noir, was a great decision from Playdead. They barely use light, and we don't meet many other characters in the game, in order to emphasize the solitude of the player and the hostility of the darkness. We as players, we want to help that little kid, living that horrible nightmare, and any sign of light is a sign of hope:

The preceding screenshot shows how art noir meets pixel art (https://edermunizz.itch.io/free-pixel-art-forest).

Watercolor

Child of Light is a fairy tale told in a wonderful watercolor art style, using dark tones to accentuate the fact that the world is suffering because of the shadows cast by our enemy. There is consistency with this watercolor in every single aspect of the game, characters, environment, menus, props, and visual effects. The music flows great, together with the art style, making this a great experience:

The watercolor background is in congruence with the watercolor ogre.

Minimalist

Journey was an award-winning video game made by Thatgamecompany, a company dedicated to making experience video games. Every single aspect of the game makes players experience different feelings: solitude, hope, loneliness, the immensity of the environment, and smallness. The perfect use of color throughout the game contributes to a great atmosphere created by the game's wonderful art and great OST:

Minimalist background, great use of contrast and colors and how the encourage feelings of thoughtfulness.

Pixel art

Fez: as we are going through a vintage phase, where we like to play old video games, what better idea than creating new video games that look old. Pixel art was the answer to this, and it nailed it. This game uses pixel-based art, accordingly using 8-bit music so as not to break the congruence, making the player feel nostalgic. Adding its own mechanics of different planes, this game is a puzzle in itself:

Classic art style, created by the low pixel quantity.

30's cartoons

Cuphead is one of the latest game-changing art-style video games. Using a 30s cartoon art style, we embody a character who bets his soul with the devil, and then must work for him. Everything in this game is well thought out: the design of the enemies we face, the environments, the visual effects, the bosses; even the jazzy music belongs to the same period as the art style used. Every single one of these aspects make this game a masterpiece.