Godot Version
4.3
Question
`At first I thought about making elevation maps for the game, but some people recommended using a 3D environment instead. However, I still don’t quite understand how to organise my work properly. The thing is, the style of the game is similar to the style of Undertale and other 2D RPGs. (Top-down camera, like on the image below)
I tried to do it with an orthogonal top-down camera, but I encountered challenges in implementing vertical movement in 3D space.
Specifically, I’m struggling with the mechanics of character movement when it comes to elevation interactions. Currently, I’m forced to manipulate both the Y and Z axes simultaneously to simulate the illusion of vertical movement through the player’s field of view. For example, when the protagonist falls off a cliff, I have to adjust both his actual height along the Y-axis and his position along the Z-axis to create the illusion of falling.
Is there a good way to solve this problem?
`