Open Waog opened 10 years ago
I think that the 3 options have their positive points but let's see... I really like the Iso Perspective, I think is pretty cool and it could have something more to show, but due to how the game play is, it would take much more time to implement.
The Top Down perspective is just "fine", I mean, it could be more ugly or no professional, but if the game play is awesome, I think that is what it matters. The problem would be the head of the alien, as you mentioned in the other issue.
On the other hand, I rather prefer the overhead perspective, but it would be just a little more complicated because of the angles of the shields but here we should not have problems with the head.
Is up to you, whichever you think would be better for the game play.
Definitely I would vote for the overhead perspective. It can put a good level of challenge for @hectorblanco but assuring you that the game will be finished, because the logic is doable. This way is easier to enhance the game instead of fighting the basics.
I plan to make the game a distributed multiplayer game. So we don't need to display two cameras simultaneously like we planed it on the game jam. Each player uses his own device.
I have three kinds of perspectives in mind, which we could use:
Top down
Advantages: easy to realize Disadvantages: most formal, ugly and unprofessional my opinion: won't brag about it. If we do this, then not for our portfolios, but only to play it our-self and have some fun.
Overhead perspective (with frontal part)
Advantages: looks okay. Still relatively easy to realize. No new game engine to learn. Disadvantages: but maybe a little bit old-school / out-dated. my opinion: i would be fine with it, because it's good enough for a developer-portfolio. Not sure if you could use it for your art-portfolio.
Iso perspective
Advantages: may look best. Disadvantages: most work. New Game engine. may look too formal/static/strategic. May be problematic to fit in on small mobile screens. my opinion: an isometric landscape seems like too much overhead to me.
Conclusion
I'd prefer an overhead-landscape but characters which may also walk diagonally (like in isometric games). Seems like the best compromise to me. What do you think? Did i forget about an perspective?