Hi Bryan,

Well, that's technically half the problem. When we began working on a
2d and 3d version of the game it became apparent there is no easy way
to come up with a design that works for both formats.

With 2d levels a developer basically can go in for directions: left,
right, up, or down. Naturally, all the rooms have to conform to a 2d
map and that really, really, really limits the layout of the maze.
Which is something I don't like about developing a side-scroller,
because I have ideas but they won't work in that format.

With a 3d game you have no such restrictions. You can have rooms ahead
of you, behind you, to the left, to the right, above your position,
and below your position. Not only is the level larger and more complex
but there is a lot more room to put things.

For example, let's say you are in a large room. There is a stone
statue in the center of the room. Now, you need to climb up that
statue, grab the rope above it, and swing over to the ledge to pick up
a golden idol, and then safety drop back to the floor, and enter the
next room.

Ok, the problem here is that stone statue is a solid object. In a 3d
game I can put it in the center of the room, and if you don't want to
run into it just step around it.  In a 2d side-scroller if I set that
statue in the center of the room you'll run into it because you can't
pass through it. That forces you to climb over it to get to the other
side when you should be able to walk around said object. I can set the
object to allow you to pass through it, but then you couldn't
necessarily climb on it because its not a solid surface any more. That
single example would force me to rewrite the attributes and how they
work in my game engine just for a special case exception that I could
completely avoid just by using a 3d FPS format instead. Were there no
preorders hanging over my head there would be no question as to what I
should do.

Ah, but that's just it. I have roughly 150 preorders to fulfill, and
several want a side-scroller regardless of the limitations it would
provide. I have to modify the engine to make exceptions that I'd
ordinarily not need, limit the size and complexity of the level, and
dumb down a game just to fit it into a 2d only format when a 3d model
would offer so much more potential without any of the hassle. That's
why I am so disgusted with the project.

Cheers!


On 12/30/11, Bryan Peterson <[email protected]> wrote:
> Personally I'd say finish the side scroller, take a nice long break and then
> see about the FPS version. I want to see how it would translate. Smile.
> They're coming to take me away, ha-haaa!

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