Hi everyone, i've been doing research on how grim fandango was made, tech advancements since then, and general approaches to making these type of adventure games.
I'm conflicted as to how i should approach such a game.
I don't know if i should make it 2.5D or 3D. im leaning towards 3D.
At the time grim fandango was made hardware was too weak for real time render environments and this was a big reason why prerendered backgrounds were used.
For example in grim fandango, they used some kind of 3D software(no clue which one) to create a 3d scene, set a camera angle and rendered to an image which was used in game.
If they wanted to get a different angle of the scene all they had to do was rerender at a different camera angle to get a different image.
This approach saved a whole bunch of time because they only had to create a scene ONCE in their 3d software and didn't have to redraw a scene from every angle from scratch.
I believe that if grim fandango was made in 2016, it would have been made as a 3D game in the first place, instead of a 2.5D game.
It seems to me that creating the game 3D in the first place within unity would be a lot simpler.
I could create the 3D scene, set camera angles, and realtime render the game right within unity and basically get the same EXACT look and feel of grim fandango + all the benefits a realtime rendered game brings.
This approach seems especially pertinent to me because I have a lot of experience using Unity but I'm not an artist or 3D modeler.
With this approach i could outsource textures and models and put it together myself in unity.
So what do you guys think, am i missing something here or is my reasoning sound?
Why make 2.5D for the sake of 2.5D when I can create a virtually identical look and feel using 3D with a more convenient workflow, basically WYSIWYG since the 3D scene is ACTUAL 3D and not a background image.
thanks.
Comments
Look for these options in the Settings Manager:
Movement method -> Direct
Input method -> Keboard Or Controller
Hotspot detection method -> Player Vicinity
Hotspots in vicinity -> Cycle Multiple
Player turns head to active Hotspot -> On.
Just have to write the game design document first
lots of late nights at starbucks brainstorming at hand!
gonna create me some dependency puzzle graphs and all that good stuff.
i bought grim fandango remastered for my younger friend and i just certain he'll be inspired to work with me after beating it lol