At the moment, I am reading Beginning Android Games, 2nd Edition, which was recommended to us by our professor. While it is a seven hundred page book, I don't anticipate having to read the whole thing. Our project is in two-dimensional space, so the references to 3D programming can be avoided for now. Anything having to do with more complex graphics, like learning OpenGL ES, can probably be postponed as well. That said, there will likely be some additional reading that I will want to do on things like enemy behavior, side-scroller physics, and collision detection before I feel confident about implementing those skillfully.
I'm also doing a bit of game playing in order to see some of the things we're thinking about in action. I haven't played a lot of games where the game window's unreliability is a major feature of the game, but I have found an example I like. Most people remember Hotline Miami for its ultraviolence and psychotic characterization. But what you may also remember is the way that the overhead camera "sways" as the player moves. You can argue that this suggests a sort of dissociation from reality, which serves the game well, but it also demonstrates the wobble effect that we want to capture.
Notice the building is displayed at a slight angle; the "wobbly camera" effect of Hotline Miami is similar to the drunkenness effect we want to capture. |
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