What is Gibby's Escape?
Gibby's Escape, which is the newest working title of my project Gibby the Testing Dummy, is a 2D side-scrolling platformer with puzzle and stealth elements.
Story
You take on the role of a lone testing dummy named Gibby who must escape the Tests R' Us testing facility after coming to life mere moments before being incinerated.
What's it Being Developed With?
I'm developing this game in the Unity Engine since it's the 2D game engine that I have the most experience with and I'm trying to avoid using external packages to decrease overall file size, so I'm scripting everything myself. Plus, I'm hoping to port this to mobile and external packages might make that a little bit more difficult.
This is the first level I started building out. It's a bit shorter than I would've liked, but it'll be getting an expansion once I generate two or three more hazards so that the level doesn't become stale after a short time. However, I was able to implement a natural form or parallax scrolling by creating this 2D game in a 3D space.
It's the same technique that Team Cherry used while developing the popular metroidvania Hollow Knight. While this technique does come with a few headaches like layering and drawing order issues, the fact that it makes it easy to create an environment that feels like it has more depth makes it more than worth it.
It's the same technique that Team Cherry used while developing the popular metroidvania Hollow Knight. While this technique does come with a few headaches like layering and drawing order issues, the fact that it makes it easy to create an environment that feels like it has more depth makes it more than worth it.
What about the art?
The art is being created using Adobe Photoshop and Illustrator. More specifically, the characters are being made in Illustrator to take advantage of the vector art so it can more easily be imported into Toon Boom Harmony, which is where I do my 2D character rigging and animation.
Unfortunately, I can't seem to get Toon Boom Harmony's sprite sheet exporter to work properly. As a result I have to render the frames individually by rendering the write nodes and then import them into Photoshop in order to put together the sprite sheets. Plus, since my hand drawn art skills aren't the greatest, it allows me to create higher quality assets while I get my drawing hand back in shape. |