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Stanislav Korolevskiy2017-10-15 21:00:30
Game development
Stanislav Korolevskiy, 2017-10-15 21:00:30

What to choose to create a logic quest?

Hello! I do iOS development. Of the games I made only a text quest. Now I set out to create a cross-platform logic quest in the style of "Machinarium", etc. The foundation is, of course, unity. I ask for advice from experienced igrodelov in order to avoid some pitfalls at the start. What is better to take as a basis? 2D and sprites with animation or just create a game in 3D with a side camera? What is the real time saver? There are suspicions that drawing animation for 2D sprites is no less labor-intensive process than 3D

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3 answer(s)
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Daniil Basmanov, 2017-10-15
@korolevsky_s

Such decisions need to be made on the basis of available resources. If you know how to draw well - choose 2D, if you know how to model well - choose 3D. Two-dash sprites are much faster and cheaper to produce than models, but they can be more difficult to animate depending on the technology: skeletal animation or sprite animation. In addition to animation, the technology affects the iteration speed, if, for example, you want to change the clothes of a character, then with sprite animation you will have to redraw all atlases, with skeletal animation this may not be the case, but it all depends on the tools used. With 3D models in terms of animations, it’s easier, if you want, you can generally find ready-made ones, but tridity entails a bunch of other problems: a large load on the video card, stylistic restrictions, fuss with lighting, etc. If we talk about quests, they often compromise : the heroes are modeled, and the backs are drawn flat. Still sometimes the backgrounds are modeled, but then rendered into a texture and finished in Photoshop.
In addition, a lot depends on your stylistic preferences, some pictures are easier to achieve with the help of models, and some are easier to draw by hand. If you wish, of course, you can change everything beyond recognition with shaders and post-effects, but it’s not a fact that you want to complicate the rendering pipeline. For an abstract quest in a vacuum, I would advise moving towards a two-dash skeletal animation, so you can quickly make a prototype, and in order to diversify and enliven the picture, there are many tricks, check out the report from the developers of Broken Age .

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GavriKos, 2017-10-15
@GavriKos

The least labor-intensive way is to find a specialist and entrust the choice of technology and implementation to him.
Well, there is no answer to your question. Because it all depends on the style.

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