Critique > 2D & 3D

Quantum Core - Levels and Terrain

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Souly:
Well I don't really wanna post this in the other thread since this is a discussion about the 3D aspect to the game.

You can view the youtube video.

Think about the world actually being flat, Like a boxed in room with 4 walls.
The top of the wall is above ground, everything else in the wall is underground.
SO it's giant open box, when you hit the edge of the world it will do a sort of paper mario rotation, the camera and player will flip around to the other side.
This was an idea I had to make use of the 3D more. :]

I'm using Google's Sketch Up to do the modeling.
The black outlines are a part of the program and wont be in game.



It's blurry because this is not a screen shot of in game this is just what I have made in the editor so it looks like in-game kind of.

This showcases the lanes.
The player moves in the largest lane, anything on that lane has collision.
The two back lines are for background shapes and objects.
2D grass will be placed on the front line and the second line.

huZba:
Allrigthy, simple question: Why?

As it is, the 3D might very well decrease your world integrity by introducing elements that make it feel less real. Your world can have it's own rules and they can be really whacky, but to make it solid, it shouldn't contradict itself. In paper mario for example, the flatness is embraced, thus making the integrity higher. You shouldn't be thinking of an excuse to use 3D, but rather make it an important part of your game world system.

Souly:
Well first off, I repeat this not an in game screenshot.
And not how the game will actually look, it's just the best that I can do.

A square world is the reason for 3D?
Allows for easy rotation of the entire playing field?
With 3D I am able to make whatever angles I want, where ever I want without having to do extensive tile making and tile placing.
And make the world as large as I want all within just 1 simple 3D model.

All of the objects are not going to be on the edge of the world as shown in the screen shot, it will all be pushed back to where the mockup image is.

I dunno scenery has always been what I fail at.
And with this I'm able to make tons of original levels, I really just have to work on my texturing.
The roof will be cut into randomly to give it less of a square look.

But overall I guess the reason for 3D is just to be different.


Conzeit:
You're following in on a trend, that is not exactly 3D.

I think level layout is not enough of a reason to introduce 3D, it seems like you could simply have 4 separate worlds for your game, why make it sides of a cube?

 If you look at the games that have followed in on this trend of 2d as part of a plane in a 3D world, there is always a very clear game mechanic that is crucial to the game...
http://digitaltools.node3000.com/blog/fez_created_with_trixels_technology_astounding_new_gaming_experience.php

Fez is what everyone thinks of in terms of indy games that employ this type of gameworld, you just have a strange map idea that undermines the in-game reality...people will just think of you as the guy who tried to copy Fez/Paper Mario and didnt really do anything with the concept.

Souly:
Nothing anyone says will really detour me from doing 3D, sorry guys I've gotten a lot of good feedback.
There's going to be the odd person who doesn't like the format. :/

I honestly think I'll get more done in a 3D space terrain wise then I ever will if I tried to tile this.

The point in the 2D is once again so the entire single world is loaded once via one large 3D model.
Saves a hell of a lot of hassle I'm finding, and I'm enjoying working on the levels it's a new challenge.
Though I'm still pondering how the trees will be processed..

The camera angle could be parallel fixed camera meaning it would look just like a pixel world.
Which would be exactly like paper mario or Fez.


Or it can be more in perspective so the objects move depending on where you are.
Not so much like this one it's too far right the camera would just be up a bit to show some ground and follow the character.

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