Post by mblithium on Nov 19, 2019 18:28:37 GMT 1
One feature that was removed was 2D mode, where it was possible to create two-dimensional games and the character could walk left, right and jump over obstacles. The reason was that it slowed the development work, as it was necessary to make two versions of the game whenever it added more features.
Variety
Adding 2D increases the possibilities for more varied games that require this mode and that in 3D would be weird. It can also limit the direction of characters by creating linear and perhaps mechanical games of creative competitive games.
Some examples of 2D games
Portal Fighter - A multiplayer where players battle in a field where there are platforms, portals that are used strategically and are disabled for a while after use. The team with the most kills wins the match.
Super Mario Friendly or Adventure - Super Mario style games in which logic can be used to simulate enemies and obstacles. In addition, balloon narrative games made with templates and text logic cubes can be created.
Puzzle Games - Fireboy and Watergirl style, with interactive elements in the stages to solve and advance to another scenario.
Sky Jump - Elastic jump-style games with interactivity using the model on and off cubes, where the phases change randomly. The first player to reach the top wins the match.
Suggestion for 2D camera
To avoid creating two versions of the game, I suggest that you create a camera cube setting that causes the camera position to lock on the map's X and Y axes, moving in the 2D plane where the cube is positioned. The whole game will still be 3D, but the camera will be locked.
So that the player does not fall out of the plane, a cube option could be activated so that the player can only use the right and left directionals, plus Space to jump with the character.
I wanted to create more examples with images, but I am currently out of time due to course work. I will edit with more things in the future.
Variety
Adding 2D increases the possibilities for more varied games that require this mode and that in 3D would be weird. It can also limit the direction of characters by creating linear and perhaps mechanical games of creative competitive games.
Some examples of 2D games
Portal Fighter - A multiplayer where players battle in a field where there are platforms, portals that are used strategically and are disabled for a while after use. The team with the most kills wins the match.
Super Mario Friendly or Adventure - Super Mario style games in which logic can be used to simulate enemies and obstacles. In addition, balloon narrative games made with templates and text logic cubes can be created.
Puzzle Games - Fireboy and Watergirl style, with interactive elements in the stages to solve and advance to another scenario.
Sky Jump - Elastic jump-style games with interactivity using the model on and off cubes, where the phases change randomly. The first player to reach the top wins the match.
Suggestion for 2D camera
To avoid creating two versions of the game, I suggest that you create a camera cube setting that causes the camera position to lock on the map's X and Y axes, moving in the 2D plane where the cube is positioned. The whole game will still be 3D, but the camera will be locked.
So that the player does not fall out of the plane, a cube option could be activated so that the player can only use the right and left directionals, plus Space to jump with the character.
I wanted to create more examples with images, but I am currently out of time due to course work. I will edit with more things in the future.