With the end of the third quarter already here, I must brace myself for the oncoming project that I have due at the end of the year. For starters, I'm turning my attention to my awaiting GDD, and what I hope to accomplish with that. Currently I do not believe I have a solid enough Idea to prepare a GDD at the time but I am getting closer to having a more solid idea of what I want my final project to look like. For starters, I'm thinking of creating a card game/rpg style game leaning towards the simpler side when it comes to mechanics. I'm trying to focus mostly on the gameplay aspects and programming for a change, not the art and aesthetics. At most, I'll create a simple battle scene without an overworld, as this is mostly an exercise in what I can program, I already know what I can produce artistically. As for the cards/characters themselves, I'm planning to have all characters to be based on cryptids/urban legends/mythos/folklore etc. Basically any fictional creature that’s semi mainstream and isn’t copyrighted (For instance I won't/can't use any characters or monsters from creepypasta, or anything originating from a recent work of fiction.) In the actual game scene itself during play, the creatures will be represented by low poly figures in the scene resting on top of their respective game cards. And by low poly, I'm leaning towards N64 Styled graphics, I'm not looking for any super advanced 3D models, especially when my primary focus will only be the battling system and programming that lies ahead. I already have a few creatures in consideration for possible use, and I've created a few stylized sketches so that when It finally comes time to model their simple figures, I have a better idea of their body movement and fluidity,
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If you had to ask me why I prefer working with 2D, I'd probably give a simple yet vague answer. Something ambiguous along the lines of "Oh well its not as complicated" or "Oh well 2D assets are so much easier to make than 3D ones". Truth be told, while that statement about asset creation still holds true, I'm beginning to see the appeal in 3D production. Sculpting 3D terrain, while not as fun as working with tilemaps, is still wildly appealing and rather enjoyable. Sure, floating islands and nostalgic 16 bit landscapes are impossible, but perhaps there is a compromise. Say for example in the case of the original Mario RPG for the SNES, while technically a 2D game, the isometric view gives it an appearance of being 3D, all in 16 bit glory. In a sense, combining these two polar opposites of detailed sculpted 3D landscapes and meticulously plotted 16 bit fantastical scenes can exist in harmony, albeit with a bit of programming and camera magic. (and presumably a grid based map to account for the simple spritework) In any event, I'm slowly running out of excuses to not peruse 3D work, outside of personal preference and experience with creating 2D assets opposed to their 3D counterparts. Especially with my newfound experience with 3D game development. At this point, I firmly believe that the only thing holding me back from full 3D development is just my nostalgia for 2D pixelized handheld systems, and my inability to 3D model as well as I can create 2D spritework. The more I program these 3D games the more I realize they have just as much versatility, especially with isometric settings. They can be just the same as any 2D game minus the 16 bit graphics.
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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