[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/agdg/ - Amateur Game Development General

AGDG - The Board

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1437944693572.jpeg (5.15 KB, 300x200, 3:2, Depressed.jpeg)

765762 No.20181

> Want to do a shooter game with rogue-like elements (permadeath, resources management...)

> Basically, the player explore the environment, try to survive, kill the opponents

> Want to do a "nervous gameplay" (the player has to be quick and precises if he/she wants to survive to situation)

If I do it in 3D:

Pros

* It will be easy for the player to see what an object is supposed to be (ammunition, bat, bathtub, computer...)

* I can place the camera where I want, no need to remodel every objects

* I can later integrate player customisation on the appearance of his/her avatar

Cons

* Need to relearn how to use Blender

* I will take a lot of time modelling the objects (even if I want to do very low poly models), animate it

* It will also be harder to code in general because of this third dimension

If I do it in 2D and with a really top-down view (as in Hotline Miami or the flash games Decision)

Pros

* Suit to the gameplay perfectly (easy to figure out for the player where he/she aims, if the enemies will be hit or not)

* I can rotate the sprites

Cons

* It will be a pain in the ass to draw the object (making understand to the player that this junk of greeny pixels are supposed to represent a tree...)

* Very little appearance customization

If I do it in 3/4 view (Zelda) or isometric (as Survival Crisis Z

Pros

* Easy to see what an object is supposed to represent

* Can integrate appearance customization

* Also, it could look more pleasing to see than a 2D top-down

Cons

* Hard to figure out what is aimed and will be hit (so could not fit with the gameplay)

* Have to work on the sprites and animation for the four sides (left, up, down, right) if I don't want it to look like shit

I would like to have your ideas on this question: which of these three possibilities should I explore?

For the moment I will continue to work in the 2D version. I will try the two last options and maybe transpose it in 3D later.

765762 No.20182

>>20181

And I did not want to put spoiler on "Pros" and "Cons". Just a bad habit to use Markdown.


0fb94a No.20191

>>20181

Make models in 3D then render out (in ortho) to 2D for top down or isometric (3/4 view)

pros

Shading / shadows can be done for you, if you bake lighting direction in so it's easier to tell that the tree is a tree.

Can tweak & (re)generate animation frames as needed for more smoother animation or less to save space.

Can bake normal maps so 2D can into per pixel lighting if desired.

Can switch to top down or 3/4 or 3D if decide current approach is shit.

Easier to program 2D frame animation than 3D skinned mesh tweening.

Embracing the way many oldschool 16 bit games made their sprites.

Will actually take less time to animate than 2D sprites (repose one 3D model for each key frame, vs drawing a whole sprite frame by hand).

if 3/4 output then 4 sides (left, up, down, right) are generated automatically.

cons

Will still have to learn Blender.


0fb94a No.20192

File: 1437957149266-0.png (29.35 KB, 712x774, 356:387, 149924314340.png)

File: 1437957149340-1.gif (16.56 KB, 80x80, 1:1, thatcherperkins1.gif)

>>20191

1st pic related, one model produced many sprites quickly in 8 rotations.


765762 No.20193

>>20191

>>20192

Why did I forget this method? I saw they use it to make the sprite for the car in GTA2.

I will try that, it could give something interesting.

Holy shit, thanks to you I understand now how they did for doing the sprite for Fallout, Diablo, Arcanum, ...

>Oooooooh.jpg


765762 No.20195

File: 1437960722853.png (940 B, 150x150, 1:1, Thanks.png)

>>20191

>>20192

And I forgot to thank you by the way.


cfe95d No.20307

Just use UE4. If your computer can't handle that, I'm pretty sure there are trigonometry libraries that cater to your autism.




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]