Skill Tree Activated

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A Decision Needed To Be Made

Day 023 #PanicRoom
Day 088 #100DaysOfGameDev

My Trello board for this game had a long-standing card that has stared at me every time I made another update: Determine final perspective: 2D Overhead or Isometric.

I knew when I started developing the Isometric style that it may not be the ideal thing for my game, and now that decision has been made. I am going with straight (and simple) 2D Overhead design.

While developing for Isometric certainly brought its fair share of challenges with it, especially for a newbie game dev like me, it was not the main factor in making my decision. The more I worked with it, the more I came to realize it just didn’t “fit” with the vision and concept I had for this game. To me, the 2D Overhead is a much better choice and more accurately represents the way I see this game turning out.

The decision having been made, I set my sights I putting together some assets to work with so I can get a basic level designed and I can get to work building game mechanics. This was also an opportunity to rethink scale and tiling now that I’ve had a chance to play around in Unity and see how things were going. I am also keeping my 8-axis player animation, as that stays relevant, and my follow camera script. No need to scrap all those hours of work!

determining player scale
determining wall tile scale

To start with, I just wanted a basic concrete block wall to show how the house will be put together. Because I was feeling creative I did some light texturing and worked on tiling so mass-production won’t look messed up. This gave me a good lesson in tile sizing when designing for an implied perspective. I will worry about the nuances of details like floors and doors later on. Right now I want to figure out how to get Unity to build my levels for me.

building basic concrete block walls

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