《小泡泡》：Unity 用于 2D 游戏案例分析
Veteran indie developer Stu Denman had a grandfather who had worked on the Manhattan Project, and afterward studied the physics of soap bubbles. Half a century later, Stu couldn’t get his grandfather’s bubble work out of his head. He was dreaming bubbles at night. But would he be able to turn the seed of an idea into a polished, fun and challenging game?
作为一家3A级工作室的技术主管，Stu Denman负责领导一个有30多名游戏开发人员的团队。在他的职业生涯中，他曾经有过制作一款自己的游戏的冲动。Unity提供的灵活性和完整工具集帮助他创造了Tiny Bubbles：一款包含160多个关卡的聪明、有吸引力、让人爱不释手的解谜游戏。
- 利用高质量的Asset Store插件节省了数千美元
- 荣获诸多荣誉，包括在Google Indie Festival、Intel Buzz: Best Overall PC Game、Seattle Indie Games比赛和Mobile Games Forum Indie Showdown上获奖
当他开始启动项目时，Denman只有一点灵感。 他知道自己想制作一款以肥皂泡为主题的游戏，但是他不知道具体应该如何设计。 Unity Editor的可扩展性和模块化设计使他能够随心所欲地进行实验。
“为了弄清楚哪些元素有趣，哪些元素乏味，我决定在Unity内部制作一款编辑器，这样我就可以即时运行游戏和进行测试，返回修改，四处调整对象的位置，反复打磨，来回折腾。 Unity Editor的灵活性确实改善了游戏设计。”
“我以前对这些方面很担心，Unity让我从中解脱出来”，Denman说， “我可以把精力集中在我以前没有尝试过的更有趣的技术上。 泡泡的物理特性就是一个典型的例子。”
除了添加自己的工具外，Denman 还使用了许多 Unity Asset Store 中的现成工具，他说它们产生了让人难以置信的投资回报。
“所以，能够使用 Asset Store 中的现成工具真是太好了，这可能比自己开发工具要快 100 倍。它可以帮助您节省大量时间，”Denman 说。
另外，他还发现自己刚开始获取某些资源只是出于特定的原因，但这些资源常常在其他地方产生了意想不到的好处。TextMesh Pro 就是其中一个典型例子：
“我购买 TextMesh Pro 是为了在文本中添加图标，结果发现，它不仅可以让我快速高效地添加图标，而且价格低廉，更出人意料的是，它还有许多其他我可以善加利用的超酷工具。”
The result of Denman’s experimentations was an award-winning game with over 160 intriguing puzzles. The game mirrors the actual physics of bubbles in the real world with regard to pressure and surface tension, interaction, and cascading chain reactions.
“Bubbles are this elemental human thing. There’s just something fascinating about bubbles that everyone loves regardless of their age, sex, or culture. And I wanted to offer this great new way to play with clusters of bubbles to as many people as possible, including people who are color blind or rely on eye trackers. In order to that, though, I needed to be in as many different languages and platforms as possible, and that’s definitely one big reason why I chose Unity,” Denman says.
Using the I2 Localization plugin from the Asset Store, Denman was able to store all his languages on a Google Spreadsheet. He could then share the spreadsheet with translators. Once approved, the text was automatically pulled into Unity.
“I was really blown away by how ridiculously easy it was. It would have taken me probably two months or more to make that same software. I got a third of the game localized in a single day, including the integration and tutorials. And it’s going to save me hours and hours,” he says.
Once he created the prototype, Denman was eager to see how people would respond to his experimentations and what they would actually do in the game. In order to do so, he enabled Unity Analytics and began to send it out to friends.
The Unity Analytics dashboard has enabled him to look at things like, for example, which levels take more tries to win or at which levels people stop playing the game. In order to base some potentially critical business decisions on sound data, Denman plans to continue to use Unity Analytics when the game goes to beta.
Will they pay to play?
One major decision Unity Analytics will help with is Denman’s business model regarding monetization.
“The market is challenging out there right now, so it’s important that I choose the best model for the given platform and market. All of those markets have different kinds of players, so you really need to test retention for those different types of players in order to have an idea of which one is going to make you the most money.
“Sometimes if your retention is lower, it’s better to go premium, and if your retention is higher, it’s better to go free-to-play. Unity Analytics lets you look at retention and make a decision based on data.”
In order to be ready for a free-to-play audience, Denman is prepared to complement Unity Analytics with Unity Ads and IAP. He has already integrated ads into his design in a way that will offer a good player experience to different types of players.
“I use reward-based ads for the hints and power-ups and the puzzles. If the player is struggling and they need help, they can watch an ad and get a reward like a hint. The hints help make the game accessible to a wider audience. It allows casual players to get through some of the more difficult puzzles, where a more hard-core player might prefer to labor through the solution.”
Denman has taken full advantage of what Unity offers. First, the flexible, modular design helped him follow his interest when he only had an inkling of what the final game would look like. Next, the Unity Asset Store and his own custom tools enabled him to focus on the core of the game itself. Finally, Unity IAP, Ads and Analytics are helping get the game right in a way that will enable him to get paid for all his hard work.