So in my firsthand, personal opinion, working with 2D is much, much easier, as you typically only have to concern yourself with two planes of direction rather than three. On top of that, I much prefer the creation of simple 2D art assets as opposed to having to 3D model everything. (Though that very likely will change once I can have a spare minute to fugue out Z Brush.) And call me old fashioned, but anyone who knows me is likely to realize that RPGs are my favorite genre of games, and I much prefer them with pixelized, 2D graphics as opposed to their more modern 'Dazzling' 3D versions. (Sprite art just has way more versatility in my mind.) Besides their artistic merits, working with 2D unity programming is a bit simplified, at least when it comes to your Vector 3s and your coordinate mapping, since for me, having to think of rigid bodies, triggers, and hit boxes in three dimensions tends to... complicate things a bit. There's also my preference of tile mapping over environment molding, as tile mapping is more akin to painting on individual 'squares' of artistic assets, unlike environment molding which is more similar to digitally sculpting clay. (However it certainly seems far more appealing over character modeling) As for camera and scene views, well, I much prefer only having to map out and see how everything looks from one angle, rather than all of them, as 2D scene mapping typically only needs the user to analyze everything on a single 2D plane. For instance, one of your colliders is causing your character to clip off the environment, and the collider you need to change needed to be moved up slightly but you couldn't see that due to your current camera angle.
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Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
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