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A Space for The Unbound
Updated a year ago
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"High school is ending and the world is ending with it". A surreal story-driven experience about world-ending supernatural powers, teenage slice of life, and the seemingly peaceful pseudo 90s rural Indonesia. Developed by Mojiken Studio

About

Follow two high school sweethearts, Atma and Raya, on a journey of self discovery at the end of their high school years. When a mysteriously supernatural power is suddenly unleashed threatening their existence, they must explore and investigate their town to uncover hidden secrets, facing the end of the world, and perhaps learn more about each other.
Set in a small town inspired by pseudo 1990s of rural Indonesia, A Space for The Unbound presents an endearing story-driven experience with a colorful vibrant environment waiting to be explored.

Gameplay

  • Explore the vibrant town inspired by 1990s Indonesian rural environment.
  • Talk or eavesdrop the colorful locals and uncover hidden secrets.
  • Investigate a surreal hidden universe filled with supernatural mysteries.

Main Characters

Atma

A lazy bum who fails to figure his own future dream, frequently sleeping in the class and ignores everything related to school studies. He loves to wander around the town and doodling his daily life in his trusty doodle book. Recently, he found out that he stopped having a nightmare after he hangs out and opens up to his friend, Raya.

Raya

A popular student in the school who lately distance herself from their friends and her study. She ends up joining Atma in his quest of living a carefree life and found herself a happiness she has been longing for. As her bond with Atma grows stronger, she decides to tell him about her secret she has kept for a long time.

Game Development

Pixel Perfect Camera

Because the game uses pixel as the art style, we rely heavily on using Unity's Pixel Perfect Camera to make our art crisp and to be able to maintain the original pixel of the art assets. Maintain the original pixel of the art? yes, here's an example of how our art being distorted and how Unity's Pixel Perfect really helped us a lot to maintain the original pixel in the engine:
Not only on the basic of maintaining the original pixel, Unity's Pixel Perfect Camera also helps moving assets into a pixel perfect state, moving it pixel by pixel unit perfectly instead moving it by Unity's default coordinate unit. Here's an example how Unity's Pixel Perfect Camera also helps a lot in the pixel movement:
As you can see, without Pixel Perfect Camera, the cloud's movement looks partially rendered, looks jagged and rough. But, when Pixel Perfect Camera is used, the cloud's movement is much smoother and snappy, maintaining the original pixel art's aesthetic.

Z Order layering

Even though the game is 2D, we use the 3D world to adjust the z-order of objects and characters. Because using the 3D world we can easily rearrange the order of objects and also it helps us in visualizing which object is in front and which object is in behind.
By using this technique, we can track the current order of objects and characters in a map.

Particle System

Our game is a 2D pixel art game, but it doesn't stop us to make a great particle system within Unity. With so much customization in Unity's particle system, we can make beautiful scenery around the environment of A Space for The Unbound.
How to achieve these animated pixel particles?
First, we create the texture of the leaf in the particle system and make it into a material. Because we want the leaf to be animated, we make our sprite into a texture sheet.
Then, insert it into the particle system's material in Renderer category, and set up the Texture Sheet Animation settings to make it animate as we need.
After setting up the renderer, the rest is just set up how the particle moves, which direction, how much particle to spawn at a time, speed, gravity, etc.

Sprite Mask

Aside from using the new 2D tools which are exclusive from Unity 2018.2, we also use special tools from the previous release which is called sprite mask. We use it to cast a shadow to character's sprite, so the character will have an independent shadow that masked around him, thus creating a sense of unity in the environment.
Dio Als
Mojiken Studio - Programmer
1
Comments
DARK_KEEPER332
terima kasih
0
Dio Als
8 months ago
Mojiken Studio
Ahmed Rabinkeren mas pengen belajar sama situ
sini sini belajar bareng :)
0
AR
Ahmed Rabin
10 months ago
keren mas pengen belajar sama situ
0
ca
cartman ass
a year ago
it's really narative, if you play it right it'll become the next hits
2
Dio Als
a year ago
Mojiken Studio
Arnav Menonreally great game! Look forward to seeing it win 1st place (which is most likely). Glad that such great content is coming through in this challenge.
thank you so much for the feedback, yeah hopefully, all these support really boost our motivation and spirit to make the game great as expected
0