I’m planning on making a 2D game, that is decisions based. It would be about a cat falling out of the window at home and having to survive outside.
BUT
Since i will animate it by hand (not pixel art), and it would mostly be in a city, i wonder how i could make it 2D while keeping a good perspective on the cat and keeping a good overview.
Wdym by freedom in creation? I just get the feeling that 3d is really complicated, and i couldnt really do the hand-drawn part in 3d (cuz models and stuff)…
The game Hades might be a good reference for the 2D isometric view.
Although I think the characters in hades are 3d models, the level art seems to be 2D. And you can easily imagine how the characters could also be done in 2D in a similar style.
Frozen_Fried does have a point. However, if you have no experience with 3D art and no means to hire someone to make the art, I suggest just making it in 2D isometric like you were planning to. If you have to learn 3D from scratch at the same time as making a game, I’m afraid you won’t be able to do either.
Considering the “diagonal” movement in an isometric game, Hades has some diagonal movement, right? So it would work, no? (You have a point, i have to finish the game by December incl the art… i dont have all the time in the world lol)
Could it be done with 2D graphics in a 3D space? I think this is sometimes called billboarding. Enter the Gungeon did something like this, 2D art using 3D rendering in Unity. Being able to draw and use 2D graphics, rather than models, with all the built-in spatial awareness of 3D seems like it’d be the best of both worlds. But I don’t have any experience here, so perhaps it won’t work how I assume it does.
The thing with godot 2d engine is that it’s actually 2d, if you want the cat to jump over a fence or go up some stairs you will have to code it yourself
It’s called 2.5D Using 2D sprites in a 3D world. Billboarding is making sprites always face the camera.
You can do 3D physics in a 2D world, because we’ve been doing it since Wolfenstein 3D (1992). It’s just really complicated. 2D Isometric is definitely possible in Godot. But adding 3D physics to a 2D world invovles a lot of tricks and math.
I’d recommend a 2.5D game. My game Dash and His Ghost Girlfriend is a 2.5D game made in Godot. And my game Skele-Tom is an old-school 2D game made in 3D. It also has some isometric views, and it was a LOT easier to do in 3D. Both have detailed post mortem devlogs if you want to read more about how I accomplished this.
I think this is totally viable in Godot and 2D. OP describes that they want to draw everything by hand and the sketch shows a clear perspective. There are a ton of 2D adventure games out there that do exactly that without the need of any 3D or “2.5D” work.
There is no need for tile sets either, if OP wants to draw every scene individually.
Maybe I’m missing a point here. @huh Would to want to design with tiles or draw full scenes? Do you know the concept of z-levels and layering scenes? Also, it would help to clarify how you want your character to move. Is it Point-and-Click for example? Or Up/Down/Left/Right?
Well, i’m kinda still thinking, but i would probably mix it (i think thats possible?).
I do not know this concept, i’ll research it rq. It would probably be up/down/right/left