Based on an ancient Brazilian Indigeneous legend, every solar eclipse was a fearsome battle amongst the light and the darkness. At every eclipse, the light would muster the bravest warriors to fight alongside and finally defeat darkness.
One day, however, the light and the warriors failed. Darkness was spreading and as a last resource, the light sent to earth Kamé, a light warrior and the last hope against darkness.
On Earth, Kamé will be aided by several animal spirits until he faces the Darkness itself in a final battle for earth.
Kamé and the Guardians is a Metroidvania game where you control Kamé, the last sun shard spirit in a quest to restore the light to the world.
We started this project using Anima2D, for character animation, and now we are porting to the built-in tools.
The bones and skins were remade to match the previous configuration.
The character uses different Sprites for each body part, to give more control over the animation.
We already finished the main character rig and animations, and it works perfectly.
Kayru, the crow character, one of the guardians, is also finished.
For the enemies, we used a similar structure of the main characters' sprites.
Each part was rigged and skinned individually.
The three enemies we're going to use in the first level are the hog, the bat, and slime.
The skeletal animations produced by using the 2D Animation tools are fully supported by the Animator, allowing for reliable and smooth blending, and the fact that it is within the Editor enabling our team to streamline the production pipeline making the team more engaged and conscient of the project and its goals. These two factors are critical to our game and our development pipelines, making this tool not only a valuable time saver but a cornerstone to our project and to any Unity 2D games that can take advantage of it.
It took some time, but the level design is now complete.
To create the level we used the sprite shape tool.
The whole process is available in this long video.
The 2D SpriteShape tool is an essential asset in the level designer tool belt. It allowed us to quickly test, deploy and iterate over ideas and challenges for the level. Moreover, it is also the foundation for the environment design team, enabling the team to test ideas, offering variation within an environment and blending between different ones, turning the quality of their work up to eleven with the right amount of time and work.
To control the camera, we used 2D Cinemachine. In the game, Kamé has a dash ability that damages enemies, while Kayru has a double jump and a ranged attack. The screen shake, added in the dash ability, was made with 2D Cinemachine Impulse extensions.
We were also able to tap a little deeper into the 2D Cinemachine power, creating two quick in-game cinematics and in doing so, 2D Cinemachine really shone for us. Its ability to blend, combined with carefully positioned cameras and player detection could enable us to create more meaningful and cinematic experiences.
We can't wait to share more about the game. We hope you enjoyed what've shown so far!