《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。”
In addition to adding his own tools, Denman also used many pre-existing tools from the Unity Asset Store, and he says that they offered an incredible ROI.
“Sometimes you don’t comprehend how much work and polish it takes to complete a project and compete in a market that’s so competitive. But when you throw your game in front of players, you realize, oh my gosh, I need to add an effect here. I need to improve the look of a feature there.
“So being able to go to the Asset Store and find a tool there–probably for 100 times less than you would spend making it yourself–is just phenomenally awesome. It saves tons of time for sure,” Denman says.
What’s more, he often experiences that the assets he initially acquires for one specific reason hold hidden benefits elsewhere. TextMesh Pro was a good example of this:
“I grabbed TextMesh Pro to add icons in my text and‒not only did it allow me to do that quickly and efficiently and for very little money‒but it had a tremendous number of other very cool features I could take advantage of that I never expected.”
Denman 实验的结果是一款有 160 多个有趣谜语的游戏。这款屡获殊荣的游戏还原现实世界中泡泡的压力、表面张力、相互作用和连锁反应等物理表现。
“人类对泡泡有一种本能的感情。所有人，无论年龄、性别、文化，都喜爱泡泡，这是种迷人的现象。我想让尽可能多的人通过这种美妙的全新方式来玩泡泡，包括色盲人士或依赖眼球追踪器的玩家。为了达到这一点，我需要让游戏在多个不同平台上以尽可能多的语种发布，这是我选择 Unity 的一个极大的原因，”Denman 说道。
使用资源商店中的 I2 本地化插件，Denman 可将所有语言保存在一张谷歌试算表中。他可以把这张表分享给译者。批准后，文本会自动导入 Unity。
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.