![]() Unity is fantastic for this problem, especially with that asset. I found one asset store asset to be the best and easiest solution for this, See Through System. Some games dont even solve this problem and the player disappears from view behind other sprites or objects - sometimes in a good way (mario) and sometimes not. Look at how other games do it before automatically deciding RO is the best way.Īnother problem is transparency behind objects. Your imagination and personal critique is the limit, really. ![]() Artistically there are a lot of ways to handle this. One of the biggest ones are oversized objects like large towers, walls, or beanstalk. There are a lot of inherent problems that automatically come with this rendering style. ![]() Remember there is always the option of letting the player decide too. I am on mobile so I cant look up the specific angle of RO, but any isometric or dimetric angle would likely suffice. Isometric, Dimetric, or even Third Person. You can tell in any game by moving towards/away from objects and seeing if they change size.ĭepending on how you do it, your camera could be at literally any angle. Orthographic means the top and bottom will be the true Sprite size. Perspective will mean the sprites closer to the camera (bottom) will be larger while the sprites further away (top) will be smaller. Don't Starve and other games also share this style. My game is tile based and uses 2D sprites for everything, which IMO is more cohesive artistically than 3D objects in a 3D world with 2D characters. It is up to you what is 2D and what is 3D when it comes to everything but the Camera. The biggest part of this style is the Camera, the 3D worldspace, and the 2D sprites. I assume they either had separately skilled highly talented artists, found it cheaper as a studio to skimp on the characters, or for some reason loved the style of 3D everything but characters. There is a reason games like mine or Dont Starve are purely 2D, and there is a reason most 3D games have 3D characters. 3D has 360 angles rather than 1-8, so you make one character rather than every character being drawn at every major angle. Not sure why they do this though as the sprites have to be drawn at multiple directions and being of a different style than everything else is less natural than everything being 2D or 3D. RO seems to do everything in 3D except the characters, which IMO is odd but it works I guess. It just depends how you want it - all the 2D options look relatively the same for the most part but 3D can look a lot different with more depth (which isnt necessarily a good thing) but Unity is a great choice here. Some use 2D for all artwork, like Don't Starve, but the world is in 3D so the ground texture could be 2D, could be repeated in any 3D shape, could be Unity terrain, or it could be all procedural. Some use 3D terrain as others have stated. There are many ways to do games like this. ![]() It seems to imply you want to directly rip all the assets/data from RO or something) Unity is actually one of the best engines for this because it is more than perfect for this, despite what noirskoll is saying (I would honestly ignore that post entirely, no offense. At the very least more than most.As Iv like I said tweaked it at runtime on my own serversĪs others have stated this is as simple as 2D sprites in a 3D world. I'm somewhat.and I mean this loosely, very loosely an expert on how that game works. I hope this might have answered some of your questions, if not please ask for more. They just have zone lines after you enter a hole or walk far enough on each map. Remember this game came out in Korea originally in 2002, SVGA and graphics card were only just then a common thing, and they were really weak, so they needed things that were extremely easy to render.which left them with primitives and a rendering cost slightly above what N64\PS2 could do. Occasionally you'd see torches cast real time lights.but other than that its all baked. Most of the Objects themselves are cleverly tiled texture primitives with vertex lighting to fake illumination. I assure you there is zero Voxel at play here or anything geometrically generated at runtime. Its from a Isometric POV, but they did not remove depth.Īll you need here is Unity terrain at a -70 degree camera angle and a culling cube just off screen.Ĭharacters are all just Billboarded NPCs with 8 directional sprites Click to expand.Iv worked heavily with the game itself, and even run a private server for it at one point, made custom dungeosn and mobs. ![]()
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