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[システム]各種表示物についての希望:[System] Desire for various display forms

Steamにて配信中の2D忍者アクションシューティングゲーム「Shinobi non grata」の仕様書(と言っていいか微妙ですが)となります。
この資料は飽くまでも初稿であり、最終的に実装された内容と異なる部分も多々あります。製品版を遊んで頂いて、どこがそのままの形で実現し、どこが変更されたかをご確認頂いても良いかもしれません(と、シレっと宣伝)。
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
また、このタイトルはフルリモート環境で、1年2ヶ月で完成した実績(準備段階含めるともう少し掛かっていますが)があるため、遠隔でゲーム開発するための参考になるかもしれません。

This is the specifications (if you can call it that) for "Shinobi non grata", a 2D ninja action shooting game available on Steam.
This document is a first draft, and there are many differences from the final version. You may play the full version of the game to see what has been realized in its original form and what has been changed (casual advertising).
https://store.steampowered.com/app/1796870/SHINOBI_NON_GRATA/
Also, this title was completed in a full remote environment in one year and two months (although it took a little longer if you include the preparation phase), so it may serve as a reference for developing games remotely.

Desire for various display forms

本稿は最初期の仕様書となり、実際のリリース物と明らかに異なる部分については取り消し線を引いておりますが、詳細な部分に於ける相違点については敢えて修正しておりませんのでご了承ください。
Please note that this is an early version of the specifications, and we have struck out the parts that clearly differ from the actual release, but we have not dared to correct the differences in the details.

Screen resolution

We are assuming a screen resolution of 512X288pixel (16:9), but this may change after actual play. At the moment, we think the above is about right considering the ratio of the screen to the characters. The actual size will be the above enlarged and stretched to fit the screen resolution of the Switch and other devices.

Match screen resolution and movement units

I think this is important, but I would like to match the units of dots with the units of character movement. In some of today's games with retro-style graphics, the resolution of the in-game drawing and the resolution of the character's movement do not match. This is an area that we really want to match, because it feels strange as an operation feeling. Therefore, I think it would be better to develop the game at a resolution that can be displayed dot by dot, and then expand to the final resolution, rather than creating the game at the expected resolution from the beginning.

Rotation and dot-by-dot

In the future, we may rotate sprites for bosses with huge joints or flying props. In such cases, we would like to display the sprites in such a way that the dots themselves are not skewed, as is often the case in recent dot-picture games. We are aware that this phenomenon does not occur at this time, but would like to confirm this just in case.

NES palette

The only way to make beautiful pixelperfect dots is to use 32-bit RGBA in Unity, but the size is too large. We would like to use OPTPiX IndexColorShader for Unity, a custom shader for Unity that enables the use of index color PNG (PNG8) in application development with the Unity game engine, from Web Technology Corporation, to achieve both high quality and compression ratio. Note that the NES palette is the key to the NES look, but since there are almost no dark colors, we will actually use the extended NES palette (64 colors), which has a slightly increased number of colors. *The NES palette is said to have 52 colors. *If it is possible to create original shaders, I think it is the best way to go.

Articulated character setup

We are considering using Web Technology's SpriteStudio to create the characters, as the player will need to separate control for the upper and lower body, and there will be a number of other articulated characters.

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